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KickStarter Stygian: Reign of the Old Ones - a Lovecraftian Computer RPG

Scrawled

Cultic Games
Developer
Joined
Mar 20, 2016
Messages
78
Greetings fellow Arkham Residents!

We're proud to introduce a game system unique to our game and it is called ANGST.

In Stygian, choosing the moral or the mutually beneficial path is sometimes the toughest. You may want to rescue a friend from the clutches of the Cult but trying that may mean suicide or in another case you'll lose the poor kid who follows you blindly into the oblivion. Stygian rarely offers safe passages or happy endings. From the beginning, one of our goals was exploring the concepts of loss and sacrifice. On your journey you'll be losing things one by one, your comrades, your sanity and your moral values.


jhn5SiB.png


This reflects to the mechanics as "ANGST" system in Stygian. Your pain and despair collects like a sort of black experience throughout the game and with ANGST you gain access to unique perks like Masochism which allows you to gain small amounts of Sanity whenever you receive a certain amount of damage or Ill-tempered which allows you to gain more ANGST whenever you mistreat a friendly character in a dialogue.

You'll also be collecting small amounts of ANGST whenever you take a critical hit, develop a mental condition or bleed for a certain period of time etc. ANGST opens new doors to some very interesting choices for the player to consider.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Delighted to see a game in which real, material, measurable sacrifice is required to be a "good guy". So many RPGs reward kindness and punish evil, which kind of defeats the point of choice. If crime didn't pay, criminals wouldn't exist.
 

screeg

Arcane
Developer
Joined
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Messages
51
I was also really interested in Cyclopean at the time as well and was pretty bummed when it got cancelled. So I'm definitely following this. But I still think the pitch is pretty bad.
Dicksmoker, how you been man?
 

Scrawled

Cultic Games
Developer
Joined
Mar 20, 2016
Messages
78
What expansion setting would you like us to implement into the main Stygian campaign if we meet our stretch goals? Dunwich or Dreamlands?
 

Space Insect

Arcane
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868
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Shaggai
What expansion setting would you like us to implement into the main Stygian campaign if we meet our stretch goals? Dunwich or Dreamlands?
Dreamlands. But it definitely needs to have the sort of twist like there was at the end of The Dream Quest of Unknown Kadath.
 

Scrawled

Cultic Games
Developer
Joined
Mar 20, 2016
Messages
78
Greetings fellow Arkham Residents!


"Merry Folk From the Stars" is a beautifully illustrated, 1920s children's book about a little girl's pact with the Old Ones to punish all the grown-ups. A copy of Merry Folk is awaiting you if you'd like to back "Stygian: The Lovecraftian Computer RPG" on Kickstarter. This doomsday book is also featured in its own related quest in the game.

jdZPplE.jpg


We'll unlock the digital copy of "Merry Folk from The Stars" for all of our backers if we can reach a 1000 shares for our campaign video on Facebook.


You can share the video from our Facebook page:
https://www.facebook.com/stygianthegame/

TslIsRA.png


Soon we'll post another update which will inform you a lot more about game's story, Arkham's factions, our art choices and more... Yes, a lengthy interview is imminent!

Your support is priceless.

Let's watch it grow together!

Hmj1ROs.png
 

screeg

Arcane
Developer
Joined
Jul 14, 2006
Messages
51
What expansion setting would you like us to implement into the main Stygian campaign if we meet our stretch goals? Dunwich or Dreamlands?
Well, I wrote a whole book set in the Dreamlands, so I'm down with that. Some thoughts:
--> It seems like DL would be a significantly bigger commitment than Dunwich, which after all is just a dumpy little town
--> what location in the Dreamlands, since it's an entire world?
--> How do you fit the extra earthly location into the lore of the earth being destroyed before the game begins?
--> My vote is for Irem, City of Pillars.

V_K said:
Dreamlands. This game needs more cats in it.
1100389_orig.gif

(this was for Dead State)
 

CryptRat

Arcane
Developer
Joined
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Messages
3,559
https://www.kickstarter.com/project...ecraftian-computer-rpg/posts/1599245?ref=dash

Greetings fellow Arkham Residents!

Let's begin our update with a pretty lengthy interview we gave to our friend Jérémy "Caparzo" Romand over RPG France. You'll learn more about Stygian's story, factions, magick, mental conditions and much more in this interview that we share the English version with our backers.

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Hello, can you introduce yourself and tell us more about Cultic Games?

Hello! Thanks for the opportunity RPG France :) It is a pleasure to get in touch with the French RPG community. I am Can Oral (a lot like Jean in French :)) lead designer and creative director of Stygian. By the way I'd like to say that one of my favorite tabletop RPGs is a French Occult themed game called "Nephilim". Wonderful concept.

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Cultic Games is a newly formed gaming company from Istanbul. We started with a board game but quickly turned into video game design. Team Cultic is comprised of multi-disciplinarian members from video game, film and music industry. I can say that we're a pretty dedicated and self motivated studio considering the fact that we've been using our own resources to bring Stygian to this state of progression in 10 months.

Lovecraft's universe is unique, and is an infinite source of inspiration for video games, art or movies. Why did you want to make a roleplaying game in this world?

Since the first time I read Lovecraft (I guess I was around 10 when my older brother gave me the book, I still blame him for the weird dreams :)) the storytelling style, the themes of facing the incomprehensible and the fragility of human beings against these cold ancient entities left their deep mark on me.

Besides I always wondered why CRPGs were confined to certain settings and themes in the last decades. Think about "Ultima: Martian Dreams" or SSI's "Dark Sun" games or "Albion" from Thalion Software. They are all wonderful and fresh games opening new horizons to RPG gamers. Then somehow games like that started to disappear. Of course there are business reasons behind this. These kind of games require taking a certain kind of risk for the publisher. "Orcs and Elves sell, right? Why change the formula?"

We're living in the indie age now. The gamers are your publishers and you can obtain the template codes of an inventory system from Unity Asset Store. There is breathing space for passion to prevail against established business systems. So why the hell not?

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Stygian's world is completely ravaged. So what will be our goal, as it seems that there's nothing left to save?

Each Archetype in Stygian has a short, playable "Prologue" which connects the character to the main story-line. In his prologue, your character meets the aforementioned "Dismal Man", and through this peculiar figure, also meets the supernatural darkness waiting beyond. He tells you one thing: "Find me beyond Arkham, after the Black Day."

Years later, after the wake of the Old Ones, you finally understand what the Black Day refers to. You have no idea why the city of Arkham endures while the rest of the world has been obliterated. So your character begins to follow the Dismal Man's footsteps and you, the player will decide what will you do when you find him in your time in Stygian. Will you take a liking to him because he somehow saved you? Or will you hate him because he indeed has a part in all of this? Or will you just follow him for the answers? Is he the dark angel of your salvation or the subject of your revenge? This will be up to you and your understanding of the events you uncover in the game.

Why did you choose the imaginary city of Arkham especially, instead of Innsmouth for example?

Arkham was the most suitable choice to begin with since it is iconic and hosts some of the institutions that our archetypes has a background in. You may see some other fictional locations like Innsmouth in the future, so who knows what future will bring ;)

Arkham is well known to house the Miskatonic University, will it be present in the game ? If so, will the Necronomicon have an important role?

Let's just say you'll see what's left of Miskatonic :) I can not comment on the Necronomicon's role yet... But how can we be the Lovecraftian CRPG without a certain dose of the Book of Madness?

The Old Ones should play an important role according to the title, could we meet them actually?

Our secondary title "Reign of the Old Ones" emphasizes the Great Old Ones' dominance over what we claimed ours. Like our poor planet and reality... Everything you see around carry the mark of their wake and the irreversible damage it brought upon us. So you'll be feeling their constant shadow at every corner from the fauna of some strange dimensions creeping in to Arkham to the raving cultists searching for blood sacrifices for their gods in the forsaken streets of the lost city. However, meeting the Old Ones personally may not be a good idea :)

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By Francois Launet
Speaking of the Old Ones, it has always been a challenge to imagine, and design those creatures since only our minds can figure them out. Is it a challenge for you to represent the universe of Lovecraft?

Definitely, one of our biggest challenges indeed. With your permission, I'd like to make a quotation from our Kickstarter page's "Risks and Challenges" section. It covers this specific issue:

"Lovecraftian horror takes its strength from the fear of the unknown. Stygian is an axonometric, turn based game. We do not hide the horrors from the player which is a big risk unto itself. That's why we have chosen such a stylized art direction, We also focused our efforts on creating unique mechanics to support the themes of madness and the fragility of human beings against these ancient creatures. It is a difficult and sensitive matter, we are aware of this and we're working really hard to hit the right notes. "

Will there be factions? Will the game plot feature complex relationships between the Lovecraftian entities? Can we form alliances with some mythical creatures from the Lovecraftian Mythos universe?

A very good question! There are factions which have important roles in the altered, nightmare status quo of Arkham. The crime syndicate called "Mob" started to rule the town with its iron grip after the collapse of the institutions but the "Cult" is actually pulling the strings of the Mob's boss, letting the mafia organization rule over daily life as long as the Mob provides them what they need. Giving details about the Gods' relationships among each other will be giving spoilers.

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Someone should keep the order, right?
We will create our own character in Stygian. Could you tell us more about some archetypes that we could choose? Will our origin story alter the ways we solve the quests?

As I mentioned above, your origin story (prologue) will explain how your character meets the Dismal Man and triggers the chain of events which will shape the main story-line. Every archetype will have its unique quest in Stygian along with special interactions with the characters from the same background. For example a Soldier character will learn more from an old veteran soldier he meets in the game.

In Stygian we can recruit companions. Will all of them come from Lovecraft's stories?

Most of them. There will be a few exceptions but they will all be connected to the lore and befitting the setting.

Generally in the previous adaptations of the Lovecraftian Mythos universe, unlike the investigations, fighting is not important. How important is that in your game?

We have turn based tactical battles with an action point system but we're designing them more towards surviving an encounter than resolving it through complete elimination of your enemies. We believe battle sequences in RPG games create great variety and add another level of game-play with tension but we're making sure our battles are last resort acts of survival containing mechanics like panic, low sanity conditions, merits and flaws coming from mental conditions and most importantly, the "progression escape" which makes you escape a battle after wearing down the enemy and continue your progress in the story opposed to "fleeing" from the combat scenario.

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Will there be choices and consequences which could influence the story, and offer a replay value?

Definitely. Stygian is a game which highly values alternate conclusions and different approaches to situations.

Could you tell us more about the spellcasting system and the influence of black magic on our characters?

In Stygian, the path of the dark arts is one of treacherous mental and physical hazard. Spells are not memorized on resting, nor cast from reservoirs of mana. Spellcasters of Stygian must pay a price when using magick, in sanity possibly, health, attributes or their morality.

Let me explain the morality part. As mentioned with detail in our Kickstarter page, Stygian has a mechanic called "Belief Systems" which reflects the character's view of his or her own existence in the tragic world of Stygian. What if a spell you need to cast to achieve a certain goal demands the life force of one your comrades? Can you preserve your "Humanistic" Belief System after committing such an act? You'll learn in the game :)

The art direction is very strong, why did you choose a 2D platform ?

We wanted the player to feel like he is in an illustrative reflection of the indescribable nightmare actuality that Lovecraft emphasized. We wanted our graphical style to act as a hand drawn mirror reflecting the underlying dread instead of showing it by taking a realistic approach.

The sound design is essential for games, especially for horror games. What kind of compositions do you use in your game to match the art direction?

My long time colleague and composer Aslı Kobaner is composing the themes for Stygian. We've worked on various film soundtracks together in the past and have a great understanding of each other's worlds. I have no doubt she'll achieve the tragic but dreadful, melancholic but malignant quality that Stygian's soundtrack requires. You can check it out yourselves:

https://www.youtube.com/watch?v=VCeFKs2Vc2s

Could loss of Sanity be beneficial for our characters? Apart from dialogs, will Sanity affect the universe or the gameplay (during battles for example…)?

Definitely. Let me share some insider info on this issue for RPG France. For example "Mania" condition sometimes awards you with extra action points in combat but also gives you a small chance to lose control of your character and attack the nearest enemy unit. "Schizophrenia" increases your mental resistance but gives you a small chance to enter a catatonic state in combat and lose a round. The specifics are of course subject to change but the core ideas will remain. Thanks a lot!
 

HoboForEternity

sunset tequila
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Steve gets a Kidney but I don't even get a tag.
We have turn based tactical battles with an action point system but we're designing them more towards surviving an encounter than resolving it through complete elimination of your enemies.
We believe battle sequences in RPG games create great variety and add another level of game-play with tension but we're making sure our battles are last resort acts of survival containing mechanics like panic, low sanity conditions, merits and flaws coming from mental conditions and most importantly, the "progression escape" which makes you escape a battle after wearing down the enemy and continue your progress in the story opposed to "fleeing" from the combat scenario.

now that's an interesting concept and direction on tackling combat in RPG. something or even never been explored before. it also befits the setting because some dudes with puny ass magic talismans and mantras plus guns or blades shouldn't be kicking the abominations, even if they are just mutated creatures or minions. Even AoD focuses on more "avoiding" combat, as in better to talk or parley before mindlessly charging, but when fight commence, it is in the end a simple process of elimination.

these guys seems to know what they are doing, and the concept, all revolving the state of the mind and insanity are really true to lovecraftian feels. with each updates, my faith with this one goes up considerably
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,193
because some dudes with puny ass magic talismans and mantras plus guns or blades shouldn't be kicking the abominations, even if they are just mutated creatures or minions.

Randolph Carter, Jack Walters and most the PCs from the Call of Cthulhu tabletop game say hi. Even Conan himself, if you count him. Nevertheless, this looks amazing.
 

Zombra

An iron rock in the river of blood and evil
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Messages
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Years later, after the wake of the Old Ones, you finally understand what the Black Day refers to. You have no idea why the city of Arkham endures while the rest of the world has been obliterated. So your character begins to follow the Dismal Man's footsteps and you, the player will decide what will you do when you find him in your time in Stygian. Will you take a liking to him because he somehow saved you? Or will you hate him because he indeed has a part in all of this? Or will you just follow him for the answers? Is he the dark angel of your salvation or the subject of your revenge? This will be up to you and your understanding of the events you uncover in the game.
Nice! Sounds like there are several, even many different endings to choose from. This game would be cool even if it didn't have much player choice; great to see they're putting significant decisions in.
 
Last edited:

Jimmious

Arcane
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May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
These guys seem genuinely interested in what they are doing, not simply marketing it well(or not). That for me is a really good sign
 

ushas

Savant
Joined
Jan 5, 2015
Messages
550
We have turn based tactical battles with an action point system but we're designing them more towards surviving an encounter than resolving it through complete elimination of your enemies.
We believe battle sequences in RPG games create great variety and add another level of game-play with tension but we're making sure our battles are last resort acts of survival containing mechanics like panic, low sanity conditions, merits and flaws coming from mental conditions and most importantly, the "progression escape" which makes you escape a battle after wearing down the enemy and continue your progress in the story opposed to "fleeing" from the combat scenario.

now that's an interesting concept and direction on tackling combat in RPG. something or even never been explored before. it also befits the setting because some dudes with puny ass magic talismans and mantras plus guns or blades shouldn't be kicking the abominations, even if they are just mutated creatures or minions. Even AoD focuses on more "avoiding" combat, as in better to talk or parley before mindlessly charging, but when fight commence, it is in the end a simple process of elimination.

I really wish for more [story-heavy] rpgs not forcing us to kill everything to resolve a violent situation. :negative:

So if done right this would be really great.
(just hoping that "wearing down the enemy" isn't simple lowering total HP by number N)

Which reminds me, as it's rare, it feels like we just rolled two 20s on d20 - as it happens that "nextdoor" developers from Whalenought Studios are toying with nonelimiating combat endings from other perspective:

Copper Dreams: Kickstarter Update #7 said:
With enough leg wounds, your enemy will move very slowly or not at all. Too many arm wounds and aiming will become impossible. Head wounds will allow you to mind-hack with ease, or sneak past them to end combat without worrying about them hearing you as you’ve blown out their eardrums.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/1698219403/stygian-a-lovecraftian-computer-rpg/posts/1599413

Animating the Horrors from Beyond

Greetings readers of the Arkham Gazette!

In this update we wanted to share some of our creature animations with you. We use a 2.5D (pseudo 3D) approach to breathe them life.

When a creature's design is complete, we dissect it to its separate, movable parts and add a rig for building the skeletal system which is compatible with the creature's anatomy and momentum of movement.

Then if the creature's design is suitable for a touch of 3D (like in Mi-Go, which literally has a sphere for a head :)) we add the necessary depth by making the forms more convex in a 3D software to have that illusion of three dimensionality.

Pickman Ghouls

Idle

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Movement

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Mi-go

Flight

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Attack

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Suppression of the Will (Mind Control Ability)

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And lastly...

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The sanity loss animation of the Outsider. Just because we love him :)

Merry Folk PDF Social Media Stretch Goal

We have reached more than 400 shares on Facebook! On 1000th share, we'll unlock thePDF version of Merry Folk from the Stars Children's book to all of our backers!

bf9ece36418c68254557cb4e51569e56_original.jpg

Thanks for your support so far!

See you in the next update!
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Update #6

Jun 12 2016

A Social and Narrative Experiment with Cultic Games!

You have the chance to play the tabletop RPG version of Stygian with us and shape a complete quest in the computer game with your characters' experiences and decisions on the tabletop sessions!

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Late Night Tabletop Sessions with Team Cultic + Socio-narrative Experiments? Bring'em On!
We love experimenting and challenging the borders of storytelling here at Cultic Games. You may have seen our reward tier called "The Holiday of AlHazrad". It is not just an Istanbul trip, it involves 3 night long tabletop role-playing with the game's creators inside Stygian's universe. The short campaign you'll be playing here with us, will also be crafted as a side story which will have several connections to the main storyline of Stygian.

Your characters and their ventures will be adapted to the game as a special quest and the computer game's players will take part in the events which will be shaped by our fortunate (!) tabletop players.

As far as we know, this is a first in video game history. We are so excited about the possibilities that we've reduced the pledge amounts considerably on the last tiers.

Shall we shape something unique together?

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AlHazrad's Favorite Holiday Spot
Oh man. If I had the money to burn this would be very tempting. Are you kidding? P&P with these guys would be a blast.
 

Goromorg

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Lovecraftian mythos are an easy way to make a profit. Shouldn't be surprise to anyone.
 

Serious_Business

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Aw yeah. Been playing some PnP Lovecraft lately... as usual I play the most scummy, lazy and chicken-shit characters possible, and it pays off.

In Stygian, choosing the moral or the mutually beneficial path is sometimes the toughest.

Indeed, this is why running away and leaving your companions behind to a horrible fate is always the better choice. Just don't question it ( ͡° ͜ʖ ͡°)
 

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