Sometimes HP displayed incorrectly just after resting: it fills to the full but then it returns to the pre-last number (e.g., I have 37 max HP, I rest and my current HP increases to 37 but then it decreases to 35 when the rest is over). It fixes itself after taking any damage.
Shops display incorrectly on the first visit: the alchemist had items in the chest of the storeroom, and the magician girl had an empty grid. Both were purely visual bugs so I could buy their wares, and the store return to the expected view after I buy anything.
In general, I had weird visual glitches just when I moved my character.
After beating the crusader boss my inventory and the text from signs started glitching - empty grids and some random jank instead of my items, and the text isn't displayed at all. It fixes itself when I close and open my inventory, or re-interact with the sign.
I never experienced any of the above issues when playing on Windows. I may need to check the Windows version through proton I guess, I will report if I ever do 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.
I forgot to mention it but I encountered these bugs on a device with nvidia gpu (with the official drivers) and X11 windowing system.
I wanted to test your game on my laptop (with integrated Intel gpu) but apparently the game's quite demanding because it's way too laggy for me. Changing the in-game settings doesn't help.
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.
Okay so I finished this game recently in about two days and feel the need to share my thoughts. Do note that I haven’t played a lot of rogue-likes, DRPGs or dungeon crawlers, so it can be literal skill issue on my end. Only ones that I can say I played are the Rogue from 1980s and TES: Daggerfall.
I played the game as some random classes on hardcore at first, since I just assumed that the game is short. After getting my ass whooped, I started playing as a musketeer on standard.
Oh yeah, if you haven’t played the game yet, play it first before reading this comment! It’s a great game and I don’t want to ruin it for you xd
Furthest I’ve got playing on hardcore is the first room of the Parish, getting killed by the dream eater guy. Which is my first issue with the game. I don’t know if I missed something, but I think that guy is just impossible to kill xd. Getting killed by him on standard and reloading removes him from the level completely. He would always spawn once when getting into a new section (except in the archives I think?), kill me, and not spawn in that section anymore.
Another enemy that I found hard to deal with at first were Shamblers. On the very first encounter with one, I got soft locked by one at the entrance of the level. I tried to leave and re-enter, hoping that the game would reset his position, but getting back it was still in front of me entrance. I was stuck in place because I couldn’t move because of the fireplace stuff being on the sides. Maybe replace those with torches instead?
It would also be nice to have torches around the levels too actually, since there’s not that many points in the game where you get to use the tinderbox. Maybe you could balance that item how Amnesia TDD does, making the lantern run out a lot faster, forcing you to light up candles and stuff.
It would also be nice if we could speed up the animations. Attacking, rotating and pickup/drop animations were a bit slow for my taste.
And the bosses were pretty easy to deal with, at least for me. Only the final boss was a little bit challenging, because I had to move around to avoid attacks and stuff. But then again, I played as a musketeer, I was just stacking the pistol with upgrades and shooting everyone away xd
And that’s about it, that’s the main stuff I wanted to mention.
Unlike other commenters here, I haven’t really gotten any cursed items in my runs. I think how Rogue 1980 handled that was curse just stopping after some time, letting you take the item off (and re-curse you if you put it on I think?).
Also, I can make music for your if you want me to. I’ve been making music for about 4 years now. Last year I started considering doing music for games, and would actually love to help you out on this, to also get my music resume going xd
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 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
You don’t have to put the actual light source on the walls. You could do the light as it already is, and just put a sprite of the torch on the wall, and maybe just apply some effects to the sprite to make it look like it’s glowing
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.
I'm going to write a full review when I finish my run. I love this game and can't wait to see more of it.
However I'm also running into the problem of finding very few scrolls of uncursing.
I had to restart my run with a musketeer, one gripe I have is the balance of character gear isn't great. I found my run with the soldier unviable. However in that run I found a lot of uncursing scrolls.
My musketeer doesn't seem so lucky in finding those...I found one so far.
I recommend an NPC somewhere who can uncurse your stuff.
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.
Just finished my first run through, absolutely love what you've done with this project. I couldn't stop playing, and found there is quite a bit of content for a project like this. Can't wait to see where this goes.
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.
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.
I've been through Pixel Dyngeon's dungeons so many times, I love it so much! I'm obsessed with dungeon crawlers, especially first person!You just started creating the perfect game for me! I can't wait to see where it goes, I support you, and I will follow all of this with passion!!
Feels pretty good to play, the slight delay between steps is, while probably a good thing, feels bothersome -but idk why. Aside from the lack of audio, which I suppose is planned at some point, I can't find much else to be critical of.
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.
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.
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.
There are a lot of really great free sound effects packs both on itch and elsewhere! A lot of them just require attribution, but it's something to consider for sure as a money saving option
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 :).
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.
Good stuff you've got here, hope to see more of it if you continue this. Particularly well polished too.
Weird question though, what's the origin of the yellow worm sprite pictured in the first screenshot? A friend and I have seen it before but can't place it and reverse image search is fruitless. Been going crazy trying to find it, any help would be appreciated lol
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 :(.
Very promising game and already quite entertaining, albeit a bit on the slow side. I've always thought that first-person perspective is ideal for turn-based RPGs, and this really shows potential. Good job and hopefully you'll keep working on it! BTW, is there any particular reason why you upgraded the Unity version?
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.
I meant the overall pace of the game is a tad slowish. For instance, when backtracking through long empty corridors that end with a single item or enemy in a big room. However this may become a non-issue as you keep adding new features. On the other hand, emptiness definitely has its place in a Lovecraftian adventure, there's just a balance to be met.
Some more QoL would be welcome too, for example reading a note could send you directly to the Journal, or unequipping an item without room in your inventory could simply drop it. Also, you should be able to hold down the virtual Arrows to move continuously. Only some suggestions but really, gameplay is already pretty solid considering it's still in alpha stage!
Some bugs that somehow I can't trigger again: The view got slightly misaligned with the grid after attempting to move diagonally. It corrected itself in the next zone. Also, Sanity was drained in Emma's room, as if it was a dark place. That was just after I loaded the game in said room. And it seems the Sanity topic in the Help section doesn't take into account the last update...
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.
Oh hey, Aukustus, there's also items that have "of Dementia" at the end giving -1 Mind penalty, I just thought it would be funny if it just said "Mind Penalty: I forgot"
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:
I ran into a glitch/problem that was probably not coded for. If you use a teleport scroll when poisoned at 1 hp you go to 0 and it locks the game up. Cool game though!
Hello. Can you fix the description please? Is totally wrong. I suggest reading a game design book, to avoid this beginner mistake (or avoid the deceptive description) and understand what a "gameplay" means.
"Realms of the Lost is a first person dungeon crawler set in 17th century cosmic horror setting."
Your game is a Dungeon Crawler (take a look at the link), not a game like Rogue. If you don't know what a game like-Rogue is, look to some games, Zorbus, ADOM, Caves of Qud to name a few.
This will help players looking for the game they want and like, not something else completely different. In other words, the correct user base.
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.
Hi Aukustus. Cool! It sounds you know what you are saying. Apology if I sounded rude a while ago, was not my intention, probably in part of frustration when my feed fill with not roguelike games.
I don't want to talk about "The loose Berlin interpretation" it should be deleted, it causes more confusion, and makes the genre worse. I know about NotEye, and still incorrect your assumption I'm afraid, if the game use first-person perspective it loses the strategic view that use Rogue-like games, that is the reason you can see more enemies at the same time, analyze your move and be tactical. But I guess you already know that.
Let me give an example, I hope that it can be understood. There are games that are "First-person shooter" and has top-down view, I'm fan of this kind of games since many years ago. Two of them are "Natural Selection 2" or "Nuclear Dawn", despite the game is a "First-person perspective", despite the game use a "Top-down view" those games are strategic games, and the gameplay is not just "shoot, shoot" as the typical FPS, if you don't play with strategic you lose. The "key" word here is, the "gameplay" and your game (Realms of the Lost) will play differently. Thank you for the update in the description.
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.
If that the case, you have one more fan. I like both genre.
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.
grid based movement, turn based combat, strategic play, procedurally generated levels, exploration based discovery, run based playthroughs, single character, new character per run.
Roguelike is more apt than any other description.
a dungeon crawler, gridder, blobber, and so on usually have static maps with puzzles, party management, real time movement of enemies, real time combat, and don't normally fit the roguelike description. calling this a dungeon crawler because of the camera orientation is a disservice to roguelikes and dungeon crawlers. This is definitely a roguelike first and dungeon crawler distant second.
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.
It's like you took all the best bits of those 90s dungeon games but minus the maddening parts. Definitely curious to see where this goes. Runs fine on my Win10 64 pc. Good day---
I play it nomally until I went on a the same stair 3 times and saw a wall seem broken down of an explosion or something. Try to walk through the hole but get stuck by invisible wall, managed to peek through the wall though...
It looks like almost all of them but I'm unsure. I had about 50 notifications from Norton on the files that were blocked before i turned them off because it was preventing me from doing stuff on my computer. Unsure if it was repeating the alerts
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Playing on Linux I have found many visual bugs:
I never experienced any of the above issues when playing on Windows. I may need to check the Windows version through proton I guess, I will report if I ever do this.
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.
I forgot to mention it but I encountered these bugs on a device with nvidia gpu (with the official drivers) and X11 windowing system.
I wanted to test your game on my laptop (with integrated Intel gpu) but apparently the game's quite demanding because it's way too laggy for me. Changing the in-game settings doesn't help.
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.
Okay so I finished this game recently in about two days and feel the need to share my thoughts. Do note that I haven’t played a lot of rogue-likes, DRPGs or dungeon crawlers, so it can be literal skill issue on my end. Only ones that I can say I played are the Rogue from 1980s and TES: Daggerfall.
I played the game as some random classes on hardcore at first, since I just assumed that the game is short. After getting my ass whooped, I started playing as a musketeer on standard.
Oh yeah, if you haven’t played the game yet, play it first before reading this comment! It’s a great game and I don’t want to ruin it for you xd
Furthest I’ve got playing on hardcore is the first room of the Parish, getting killed by the dream eater guy. Which is my first issue with the game. I don’t know if I missed something, but I think that guy is just impossible to kill xd. Getting killed by him on standard and reloading removes him from the level completely. He would always spawn once when getting into a new section (except in the archives I think?), kill me, and not spawn in that section anymore.
Another enemy that I found hard to deal with at first were Shamblers. On the very first encounter with one, I got soft locked by one at the entrance of the level. I tried to leave and re-enter, hoping that the game would reset his position, but getting back it was still in front of me entrance. I was stuck in place because I couldn’t move because of the fireplace stuff being on the sides. Maybe replace those with torches instead? It would also be nice to have torches around the levels too actually, since there’s not that many points in the game where you get to use the tinderbox. Maybe you could balance that item how Amnesia TDD does, making the lantern run out a lot faster, forcing you to light up candles and stuff.
It would also be nice if we could speed up the animations. Attacking, rotating and pickup/drop animations were a bit slow for my taste.
And the bosses were pretty easy to deal with, at least for me. Only the final boss was a little bit challenging, because I had to move around to avoid attacks and stuff. But then again, I played as a musketeer, I was just stacking the pistol with upgrades and shooting everyone away xd
And that’s about it, that’s the main stuff I wanted to mention.
Unlike other commenters here, I haven’t really gotten any cursed items in my runs. I think how Rogue 1980 handled that was curse just stopping after some time, letting you take the item off (and re-curse you if you put it on I think?).
Also, I can make music for your if you want me to. I’ve been making music for about 4 years now. Last year I started considering doing music for games, and would actually love to help you out on this, to also get my music resume going xd
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 :).
You don’t have to put the actual light source on the walls. You could do the light as it already is, and just put a sprite of the torch on the wall, and maybe just apply some effects to the sprite to make it look like it’s glowing
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.
Looks pretty nice too
I'm going to write a full review when I finish my run. I love this game and can't wait to see more of it.
However I'm also running into the problem of finding very few scrolls of uncursing.
I had to restart my run with a musketeer, one gripe I have is the balance of character gear isn't great. I found my run with the soldier unviable. However in that run I found a lot of uncursing scrolls.
My musketeer doesn't seem so lucky in finding those...I found one so far.
I recommend an NPC somewhere who can uncurse your stuff.
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.
Love the game
Hate the Curse mechanic
A whole run without a single scroll of to take curse from an item, and the vendors didn't sell any. That was frustrating as fuck
Thanks for the feedback!
I'll consider making the scroll selection not randomized like the potion selection is.
Just finished my first run through, absolutely love what you've done with this project. I couldn't stop playing, and found there is quite a bit of content for a project like this. Can't wait to see where this goes.
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.
you had me at 17th century!
btw is can you delete saves?
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.
I've been through Pixel Dyngeon's dungeons so many times, I love it so much! I'm obsessed with dungeon crawlers, especially first person!You just started creating the perfect game for me! I can't wait to see where it goes, I support you, and I will follow all of this with passion!!
Thank you very much! Plenty of stuff to come :).
Feels pretty good to play, the slight delay between steps is, while probably a good thing, feels bothersome -but idk why. Aside from the lack of audio, which I suppose is planned at some point, I can't find much else to be critical of.
Really promising work so far, keep at it!
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.
please add a punching class
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.
not my normal type of game but i really enjoyed it! cant wait to play more and see how far i can go and how the other classes play too.
Also not sure if its a bug or its just because the game is in beta but i had no sound when playing. I tried restarting the game but no luck.
Keep up the good work!
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.
There are a lot of really great free sound effects packs both on itch and elsewhere! A lot of them just require attribution, but it's something to consider for sure as a money saving option
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 :).
is it normal that there is no audio at all?
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.
Good stuff you've got here, hope to see more of it if you continue this. Particularly well polished too.
Weird question though, what's the origin of the yellow worm sprite pictured in the first screenshot? A friend and I have seen it before but can't place it and reverse image search is fruitless. Been going crazy trying to find it, any help would be appreciated lol
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
This game is really great! But I tried to buy a potion and the game crashed with this:
Seed: 65059720, Dungeon level 11
KeyNotFoundException: The given key 'Vial of Life' was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <00000000000000000000000000000000>:0)
ItemDataObject.IdentifyPotion (System.Boolean identify) (at <00000000000000000000000000000000>:0)
PlayerObject.PickItem (ItemDataObject item, System.Boolean displayMessage) (at <00000000000000000000000000000000>:0)
PlayerObject.BuyItem (System.Guid id) (at <00000000000000000000000000000000>:0)
Buttons.UseItem () (at <00000000000000000000000000000000>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems
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 :(.
Good to know! I thought it might be alchemist related
Very promising game and already quite entertaining, albeit a bit on the slow side. I've always thought that first-person perspective is ideal for turn-based RPGs, and this really shows potential. Good job and hopefully you'll keep working on it! BTW, is there any particular reason why you upgraded the Unity version?
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.
I meant the overall pace of the game is a tad slowish. For instance, when backtracking through long empty corridors that end with a single item or enemy in a big room. However this may become a non-issue as you keep adding new features. On the other hand, emptiness definitely has its place in a Lovecraftian adventure, there's just a balance to be met.
Some more QoL would be welcome too, for example reading a note could send you directly to the Journal, or unequipping an item without room in your inventory could simply drop it. Also, you should be able to hold down the virtual Arrows to move continuously. Only some suggestions but really, gameplay is already pretty solid considering it's still in alpha stage!
Some bugs that somehow I can't trigger again: The view got slightly misaligned with the grid after attempting to move diagonally. It corrected itself in the next zone. Also, Sanity was drained in Emma's room, as if it was a dark place. That was just after I loaded the game in said room. And it seems the Sanity topic in the Help section doesn't take into account the last update...
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 :).
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!
Game fixed, thank you.
Oh hey, Aukustus, there's also items that have "of Dementia" at the end giving -1 Mind penalty, I just thought it would be funny if it just said "Mind Penalty: I forgot"
(The screen after I start the game)
Never seen that one. No idea yet what’s broken.
Something happen with my options and it's just like this
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
}
I just checked the files, config.txt was literally blank lol
inserted the words and it fixed, thank you very much!
I ran into a glitch/problem that was probably not coded for. If you use a teleport scroll when poisoned at 1 hp you go to 0 and it locks the game up. Cool game though!
Thanks! I fear this glitch can happen in other ways as well. I’ll look into it.
Indeed, using an item in general when you're gonna die the next turn from an effect was bugged. A good find :).
Hello. Can you fix the description please? Is totally wrong. I suggest reading a game design book, to avoid this beginner mistake (or avoid the deceptive description) and understand what a "gameplay" means.
"Realms of the Lost is a first person dungeon crawler set in 17th century cosmic horror setting."
Your game is a Dungeon Crawler (take a look at the link), not a game like Rogue. If you don't know what a game like-Rogue is, look to some games, Zorbus, ADOM, Caves of Qud to name a few.
This will help players looking for the game they want and like, not something else completely different. In other words, the correct user base.
Good luck!
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.
Hi Aukustus. Cool! It sounds you know what you are saying. Apology if I sounded rude a while ago, was not my intention, probably in part of frustration when my feed fill with not roguelike games.
I don't want to talk about "The loose Berlin interpretation" it should be deleted, it causes more confusion, and makes the genre worse. I know about NotEye, and still incorrect your assumption I'm afraid, if the game use first-person perspective it loses the strategic view that use Rogue-like games, that is the reason you can see more enemies at the same time, analyze your move and be tactical. But I guess you already know that.
Let me give an example, I hope that it can be understood. There are games that are "First-person shooter" and has top-down view, I'm fan of this kind of games since many years ago. Two of them are "Natural Selection 2" or "Nuclear Dawn", despite the game is a "First-person perspective", despite the game use a "Top-down view" those games are strategic games, and the gameplay is not just "shoot, shoot" as the typical FPS, if you don't play with strategic you lose. The "key" word here is, the "gameplay" and your game (Realms of the Lost) will play differently. Thank you for the update in the description.
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.
If that the case, you have one more fan. I like both genre.
Thank you!
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.
grid based movement, turn based combat, strategic play, procedurally generated levels, exploration based discovery, run based playthroughs, single character, new character per run.
Roguelike is more apt than any other description.
a dungeon crawler, gridder, blobber, and so on usually have static maps with puzzles, party management, real time movement of enemies, real time combat, and don't normally fit the roguelike description. calling this a dungeon crawler because of the camera orientation is a disservice to roguelikes and dungeon crawlers. This is definitely a roguelike first and dungeon crawler distant second.
Keep up the awesome sauce, this is a real gem!
This is exactly my point.
Thanks, I’m already working on Alpha 7! :)
This looks super cool and i would love to play it, it really reminds me of some of my favourite games. Do you have any plans to release it for Mac OS?
Thanks! I doubt there'll be macOS or iOS versions since I don't own a Mac with which to compile the game.
Fair enough. Either way, keep up the good work!
I didn't see Android mentioned. Are we in luck?
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.
It's like you took all the best bits of those 90s dungeon games but minus the maddening parts. Definitely curious to see where this goes. Runs fine on my Win10 64 pc. Good day---
Thank you!
Looks great. Are there any plans for a GNU/Linux release? Since it is written in Unity...
Thank you! I'll try to make a Linux build for the next alpha release. Haven't tried that yet with Unity.
Your game looks amazing! I would for sure play it if I could. Looking forward to that Linux release :)
Thanks! I just uploaded an experimental Linux release. Hopefully it'll work!
Nice!
I didn't have time to play it much but it does work on my system :) (Debian 11.3). Love the aesthetic!
I'll play it more later but I've noticed there's no sound, not sure if that's normal?
Yeah, it's normal. Sound is something that's planned at some point.
Where am I? Another world? Or Unity's floor?
That's quite funny, how did you do that?
I play it nomally until I went on a the same stair 3 times and saw a wall seem broken down of an explosion or something. Try to walk through the hole but get stuck by invisible wall, managed to peek through the wall though...
Thank you! I was able to figure out the bug, it wasn't blocked when re-entering the first floor of the game.
That is where you came from, story-wise speaking.
Was waiting for this release for a long time. Looks great, good job! :)
Thanks!
unable to play. Norton keeps removing the files because it considers them malicious
Thanks for reporting, does it mention which files? I've scanned the files with Malwarebytes Premium and it doesn't have any issues.
It looks like almost all of them but I'm unsure. I had about 50 notifications from Norton on the files that were blocked before i turned them off because it was preventing me from doing stuff on my computer. Unsure if it was repeating the alerts
All right, I submitted the files to Norton. Hopefully it'll get sorted out.
I'm still excited to play! I hope it works out :)