Updated to Beta 2
A major update with sound effects (no music yet) in place, with other major changes as well.
Patch log as usual:
Legend
! Major
* Minor
- Less than minor
Highlights
! Sound Effects
! New character class: Pugilist
! New character class: Kineticist
! Random character generation
! 3 new Traits
! 1 new Possession
! Save deletion
Bug Fixes, Mistakes etc.
! Fixed a bug when starting a new game after dying while casting spell caused disabled interactions
! Fixed Growth enemy not allowing resting out of sight even though it doesn't follow
! Fixed throwing items next to wall/door resulting in the item being placed at feet and not being able to pick it up if there isn't enough space to backstep
* Added some missing names in character creation which resulted in random name generation stopping working when changing genders in some cases
- Fixed Paralysed/Paralyzed spelling differences
General
! New character class: Pugilist, an unarmed fighter, unarmed attacks scale based on level in similar way to weapon upgrades
! New character class: Kineticist, can cast a level scaled ranged fire attack using health as mana when their off-hand is free
! Adjusted XP required per level curve: First levels are faster and later levels slower than before
! Ability to generate a random character
* Maximum level is 20 instead of 30
* Walls can be hit (for a little sound effect)
* Reworked pool liquid to give a +1 bonus to all combat stats instead of random effect
* Increased the selling value of boss loot
- Made some adjustments to initial projectile placement
- Weapon sway when interacting with objects
Audio
! Added sound effects to the game
Items
* Added Leather Gloves as Tier 2 equipment between Gloves and Gauntlets, has also a unique variant
* Added Leather Boots as Tier 2 equipment between Boots and Sabatons, has also a unique variant
Spells
* Damage from casting spells using health is doubled
Character Creation
! Added Aggressive Trait which increases all damage
! Added Focused Trait which increases spell accuracy
! Added Resilient Trait which increases damage mitigation
! Added Charm Possession which gives an amulet
* Renamed Agile to Evasive
Enemies
* General balance adjustments
Skills
! New Skill: Unarmed; increases unarmed damage and accuracy
Religion
! Pledging soul and abandoning deity both cost 1 Sanity
Traps
* Some fine tuning for trap placement
* Removed Fire trap
* Added random Injury to Spike trap
Save Files
! Ability to delete save files individually
! Ability to delete all save files from an earlier version
! Support for multiple characters of the same class with the same name
Settings
! Ability to change volume from the Options
UI
* Character screen displays what boon chosen deity grants
Technical
! Upgraded to Unity 6
! Removed Splash Screen
Files
Get Realms of the Lost
Realms of the Lost
Cosmic horror 3D roguelike dungeon crawler
Status | In development |
Author | Aukustus |
Genre | Role Playing |
Tags | 3D, Dungeon Crawler, First-Person, Horror, Lovecraftian Horror, Retro, Roguelike, Turn-based, Unity |
Languages | English |
More posts
- Updated to Beta 1Jul 12, 2024
- Updated to Alpha 8Jan 15, 2024
- Updated to Alpha 7Aug 25, 2023
- Updated to Alpha 6Nov 22, 2022
- Updated to Alpha 5Sep 20, 2022
- Experimental Linux build!May 15, 2022
- Updated to Alpha 4May 13, 2022
- Updated to Alpha 3Jan 10, 2022
Comments
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I really like how the game is shaping up! Anyway, some quick feedback...
You should be able to rest before the end of a positive effect.
Random classes are very nice but you can't read class/trait descriptions midgame. Also, unable to change difficulty.
IMO the game's main weakness remains the amount of backtracking / empty areas and the sluggish movement. Still very fun and interesting though!
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.
Backtracking is usually not an issue in most roquelikes because you can move blazingly fast through already visited parts. However in this game, when for instance there is a dead end after very long corridors, it can take a while to get back to the actual exploration... Nothing ever happens so that feels a bit like a waste of time (and oil!).
Maybe the maze algorithm could be more adapted to slow turn-based movements, or a control option could be available to speed up movement temporarily (at the player's risk.)
I'm not sure that a typical fast travel mechanism would fit the setting; nor would it be necessary if there are some cleverly placed shortcuts...
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.