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KickStarter Stolen Realm - low poly turn-based tactical RPG

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Kickstarter: https://www.kickstarter.com/projects/1303747955/stolen-realm
Indiegogo: https://www.indiegogo.com/projects/stolen-realm-4-player-tactical-turn-based-rpg#/


https://stolenrealm.com









Come and get access to our upcoming beta as soon as it arrives! This game won't reach it's full potential without you. Help give us the funding and feedback we need to make Stolen Realm truly great. You can find significant game discounts, beta access and other perks. Just click the button below!


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  • A simultaneous team turn system for faster paced combat.
  • Fixed camera with a hex based grid for easy navigation and targeting.
  • Fun, rewarding activities and exploration where all members of the party always have something to do.
  • An engaging story that brings you along as a party.
  • [Bonus] The ragdoll effects make pummeling enemies feel incredible!

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The world has been shattered. It's fragments stolen. Enter the rifts to discover lost cities, enchanted forests, foreboding mines and dungeons deep. Venture forth alone or with a party. Discover ancient magic and mythical weapons to empower you. Restore the Stolen Realm.

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Who will you be?
The classic wizard, thief or fighter? Or will you break the mold to forge a champion all your own? A spell slinging assassin, a priest born of frost or a shadow infused knight. There is no limit to what you can create with multiple systems and flexible customization. Choose to go all in on one of 10 skill trees or mix and match to your hearts content.
What will you wield?
The Lightbringer, a legendary sword that converts all damage to Holy and blinds melee opponents? The Punisher, a cursed shield that reflects damage as a poison cloud all around you? Earn and craft loot that truly changes the way you play.

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How will you conquer?
By splitting your opponents with a well placed firewall? By sneaking through unsuspecting crowds to deliver the fatal backstab? By raining arrows on your foes as you take the high ground to devastating effect? Defeat your opponents in satisfying, tactical, turn-based combat. Enjoy tactical strategy where every step matters.
Who will help you?
A carefully crafted team under you control? Your friends through 4 player online co-op? Or will you be a lone wolf with only a trusty blade at your side. Immerse yourself in a world that scales well for a full party or a single character.

whatwillyoudiscover.jpg

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What will you discover?
Frosty peaks guarded by the elusive Winter Wyvern? Overgrown jungle where the rock giants roam? Deep dungeons where the undead rise. Explore a world that changes on each expedition. Outsmart clever enemies. Disarm traps. Gather rare herbs. Relax at your favorite fishing hole.
How will you build your castle?
By building the bellows that craft the finest armor? By cultivating crops to produce the famed Firebalm. By inviting the whimisical merchant with a weakness for magical trinkets. Build the home that furthers your goals at each turn.

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Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
It looks promising, i just hope that slow motion is just for the trailer.

I don't like the background lego art-style much but if the gameplay is good enough, i'll forget about it in half an hour.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,506
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
Out on Early Access: https://store.steampowered.com/news/app/1330000/view/3039359084570386074

We've Released!

Come watch us play!

Turn based strategy meets action RPG in this dungeon crawling looter. Venture forth alone or with friends through online co-op. Conquer as a single champion or with a party of up to 6. Master deep and satisfying, tactical combat. Recover the Stolen Realm.

Turn based strategy meets action RPG in this dungeon crawling looter.
  • 6 player online co-op
  • A simultaneous team turn system for faster paced combat.
  • Per character scaling so you can adventure as a single character or as a party of 6
  • 240+ Skills in 8 distinct skill trees
  • 500+ Items with many unique modifiers
  • Fixed camera with a hex based grid for easy navigation and targeting.
  • Fun, rewarding activities and exploration where all members of the party always have something to do.
  • An engaging story that brings you along as a party.
  • [Bonus] The ragdoll effects make pummeling enemies feel incredible!
The emperor has found the last elven holdout. An entire empire bears down on us. Enter the rifts to discover lost cities, enchanted forests, foreboding mines and dungeons deep. Venture forth alone or with a party. Discover ancient magic and mythical weapons to empower you. Restore the Stolen Realm.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
https://store.steampowered.com/news/app/1330000/view/3380532756543695254
We'll soon be releasing a major update with updates to 30 bosses!
Greetings, heroes of the realm! After implementing a whole new class to the game in the latest update of Stolen Realm, we wanted to up our ante with even more exciting content for you to enjoy your Summer holidays (if you’re in the Northern hemisphere, that is!) We’ve been hard at work overhauling a very important aspect of the game: its bosses!

Bosses are an essential part of the culture and history of games, sometimes becoming as iconic as the actual protagonists. Even in a turn-based strategy games like this one, their final battles are key to the experience, a climax for the whole adventure that crowns and justifies all the efforts the player has put into it. Ending a game without a final reckoning whatsoever feels like climbing a tall mountain only to realize it’s got no summit.

That’s what we had in mind when working in this update: bosses should not be just bigger versions of normal monsters, but unforgettable enemies with their own unique flair and mechanics. When discussing different possibilities, we decided we would add triggers that modify each boss’ behavior when their health crosses certain thresholds. Multi-stage boss battle are especially popular now thanks to soulslike games, but they’re way older than that, having started in the 80s (at least).

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We also wanted to make sure that every special attack and stage made sense for each boss’ lore and setting, giving them a unique flavor. Let’s see a few examples. Admiral Blackbeard summons cannons with an area-of-effect attack that can hit a big portion of the map; at some points he also summons a treasure chest that makes him and his allies invulnerable, forcing you to focus your attacks on it for a while. The Sultan summons an Efreet that grants his wishes (i.e. huge area effect damage, large amounts of healing, and summoning a powerful ally, because the Sultan is not exactly a nice person).

The Crystal Golem splits into smaller versions of himself the more damage you do to him. The Herald of the Abyss summons clones of the players that use their skills against them. And it goes on and on – we’ve tweaked 30 bosses, and added two new ones on top of that! As you can see, they are now not just more strategic, but also better rooted in their themes and settings. To defeat them, you’ll have to learn how each one of them work – so you will need to study them thoroughly, especially in the highest difficulty settings.

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And that’s not all there is to this new update! We’ve also tweaked a little bit how the game generates enemy parties. We were aware that some battles were difficult to read due to the number of different enemies spawning on screen. To avoid this, we’ve decided to only spawn two types of enemies during a battle so you can adapt quickly and easily to them. And to prevent battles from feeling repetitive, we have decided to throw in a new mechanic: unique hard champions. There will be a chance (15% at level 4, 20% at level 30) that random enemy mods will roll with multiple modifiers, think of enemies that teleport and have a fire aura; or others that are able to regenerate and do extra damage. This way, every battle might have a unique twist and things can get ugly really quickly if you get a special visit.

That’s all for today. We hope you really enjoy these new mechanics. As always, please let us know your thoughts about it, as your feedback is one of our most valuable assets.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,855
Bought this on a sale.

The combat is alright, itemization and numbers going up will feel familiar to anyone that played divinity original sin but other than that the character building is interesting and doing generic adventures with scripted events is fun. I like the system they came up with with "Fortunes". Basically completing a mini adventure successfully grants you a perk, you can only equip up to 4 of these perks, so in a way your character is shaped by its experiences, of course if you play the game enough you will get all fortunes, but that can take a long time, and getting each one is different, most of them being small challenging fights.

You can play this with a single character or a generated party, or with friends. Playing with friends seems like the most interesting option, rewards get multiplied so it is fairly profitable, but because it influences how much hp the enemy has it can also become more challenging if your party isnt strong.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
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
I just discovered this game while searching for turn-based co-op for my group. I really like the multiplayer features listed like short battles, drop-in/drop-out, scaling challenges, and most importantly simultaneous resolution (you're not just sitting there waiting for your friends to all take their turns; during the players' turn everyone can enter their commands at the same time).

I like what I'm reading in the thread here too. Will probably be checking it out with the team at some point.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,506
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://store.steampowered.com/news/app/1330000/view/3631624290596411976

v0.21 World Map Update
New Areas & Maps

Delve deep into the forgotten ruins of the once great Dwarven Halls. Adventure into the untamed wilds of the Emerald Jungle. Uncover the mysteries of the Sunken Swamplands. Face all new foes: creeping spiders, giant scorpions, Great Wyrms and more.

We’re excited for you to try out our new areas as well as revamped versions of all our existing areas. There will no longer be any loading between traveling and battling – everything will take place on our new world maps. We hope you enjoy this seamless experience which offers a much greater variety of strategic battling locations and delightful areas to explore.


Features
  • Added 3 new environments (Swamp, Dwarven Halls, and Jungle) each with new enemies to fight
  • There is no longer a transition teleporting you from the world map to the battle – instead you fight the battle directly on the world map
  • The rooms that are spawned in after activating a navigation node are now randomly generated, look better atheistically and able to support battling directly in the room
  • Added 4 new boss fights: Olgoi the Devourer of Treasure, The Witch, The Council and Medusa
  • Added 10 new Fortunes: Silver Signet, Emblem of the Iron Fortress, Elixir of the Scarlet Ox, Frozen Lich Heart, Scroll of Monster Summoning, Touch of Frost, Touch of Thunder, Elemental Mastery, Rune of Refreshment, and Ball Lightning
  • Added new items
  • Possible movement and action hexes are now displayed using a border instead of highlighting every hex to reduce visual clutter
  • Added language support for Spanish, Chinese, Japanese, Korean, German, and French
  • Added line of sight indicators
  • Important objects obstructed from view now highlight through their obstructions
  • Fishing now occurs at bodies of water that naturally spawn in the world
  • Added a new shop feature that can upgrade any item to your current level for gold.
  • You can now right click a Fortune to unequip it
  • Significant graphical performance optimization


General Changes
  • The quest selection map is now non-linear to where you can decide what environment you travel to
  • There is now a ‘'placement phase' before battle where you can arrange your party's starting positions
  • There is now only one activation hex that opens in the next area in the world map which brings up a menu with the various room options.
  • The party now votes for which room to open up next
  • ’Teleporting’ enemy modifier can now only trigger once per turn
  • ’Regenerating’ enemy modifier is no longer based on a percentage of max health but is instead a flat amount based on level
  • ’Rampaging’ now gives the enemy the ability to rampage after control effects are used instead of always being Rampaged. Also it no longer grants extra movement.
  • 'Elusive' has been reduced to 25% dodge chance down from 35%
  • Greatly increased the health per level player summons receive
  • Changed visual effect for Light’s Beckon
  • Tiered items now grant additional Spell Power. Increases with Tier level.
  • Tiered non-weapon items now grant additional Damage Reduction. Increases with Tier level.
  • Tiered items now increase the level of the wielder's summons. Increases with Tier level.
  • Increased quality of items received from event rewards
  • Updated various sound effects
  • Event roll bonuses are now easier to get and the max bonus was increased from +2 to +4


Bug Fixes
  • Fixed some issues where objects would block line of sight when they shouldn’t
  • Fixed issue where Soul Link wouldn’t function on a killing blow
  • Fixed issue with Enrage refreshing duration when movement impairing effects are used on an enemy that is already enraged
  • Fixed issue with the game not properly loading if you click the Continue button multiple times
  • Fixed issue where you couldn’t access the pause menu while in an event
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Stolen Realm 1.0 Release
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We are incredibly excited to share our 1.0 release with you, out now on Steam, Nintendo Switch and Xbox. You've come on a fantastic journey with us through early access. Here are just a few of the important features we've added since our first debut almost 3 years ago.

  • Full Campaign Storyline
  • Roguelike Mode
  • 36 New Skills in the Nature Tree
  • 35 New Skills in the Monk Tree
  • 3 All New Areas (Emerald Jungle, Dwarven Halls, Sunken Swamp)
  • Hardcore Mode
  • Infinite End Game Progression
  • Exploding Barrels
  • Crafting Modifiers
  • Phased Boss Mechanics
  • Enemy Mods
  • And so much more

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Patch Notes v1.0

Features
  • Nature Skill Tree
  • Main Storyline
  • Added 5 new Ranger Skills
  • Added Druid preset
  • Various new events and new fortunes
  • Added a tutorial when you get your first Fortune
  • Added 2 more harder difficulties to Roguelike Mode
  • Character portraits are now color coded by player
  • Improved translations for non-English languages
  • Added new loading screen images and tips

General
  • The Jester now grants Ivory Dragon Scale instead of Wrath of the Righteous
  • Increased return cold damage on Blue Dragon Scale
  • Fishing is now triggered on one specific hex near the water rather than click on the water itself

Skill Changes
  • Ranger summons/and summon passives have been moved to the Nature tree
  • Wrath of the Righteous is now a Tier 5 Light tree passive skill
  • Poison and Bleeding now use all damage multipliers
  • Changed Impaling Shot to Force Shot

Bug Fixes
  • Fixed issue that cause the event window to remain if you exited to main menu during an event
  • Fixed issue that would lock up the next battle if you previously avoided the Ogre Debt Collector battle
  • Fixed issue that would cause the game to lock up if the host returns to town after the quest is complete while the client stays in the loot menu
  • Fixed various typos on skill tooltips
  • Fixed issue where Shield Mastery wouldn't effect all stats on the shield
  • Fixed issue where you could fish infinitely if you return to main menu then continue
  • Fixed various issues for clients joining a game in progress
  • Fixed an issue that could cause the game to lock up in battles with enemies that use fear mechanics
  • Fixed issue with Ball Lightning tooltip information
  • Fixed issue with incorrect values on item modifiers when the the prefix and suffix both alter the same attribute
  • Fixed issue where auras visuals would grow when the player model grows
  • Fixed issue where Might and Intelligence bonuses weren't reflected in the stat values for summon damage and health in the character menu
  • Fixed issue where multiple characters could spawn on the same hex when entering a quest
  • Fixed issue that cause the client player to get stuck after a boss battle if they remain in the loot menu while the host goes to town
  • Fixed various issues with joining a game mid progress
  • Fixed issue where you couldn't join a hardcore battle in progress as a client
  • Fixed various lockups caused by mashing buttons during a loading screen
  • Fixed issue where if you died in hardcore mode, the hardcore death screen would show up anytime you die after than even when in softcore mode
  • Fixed issue where you could access the skill bar controls while a UI window is active
  • Fixed issue where Character Menu wouldn't close when selecting Change Party or Change Difficulty from the pause menu
  • Fixed issue where your cursor would disappear if you try to cancel out of the difficulty select menu on a gamepad
  • Fixed issue where the connection name would overlap the character image on character tiles
  • Fixed various issues with multiplayer connectivity
  • Fixed issue with Seal of Salvation not working when Wrath of the Righteous is active
  • Fixed issue where Shatter wouldn't apply chilled
  • Fixed issue where Frozen targets wouldn't receive bonus damage from Shatter
  • Fixed issue where Lingering Light and Wrath of the Righteous wouldn't work together
  • Fixed issue where you would have to hover to a different hex before action targeting would show after selecting an action
  • Fixed issue with Dragon animations not working correctly
  • Fixed issue where the turn text in battle wouldn't go away if you exit to main menu
  • Fixed issue where you would see all of your owned characters on the overworld outside of battle if you exit to main menu during battle and continue the saved game
  • Fixed issue where the inventory filter tooltips had incorrect positioning when using a gamepad
  • Fixed issue where the Roguelike leveling UI would remain if you exited to main menu while leveling
  • Fixed issue where skills like Overwhelming Power or Break The Ice wouldn't work for skills with projectiles
  • Fixed issue where some hexes would be unusable in battle when it looks like they should be
  • Fixed issue where pressing 'No' on a video resolution change check would just reset the timer instead of revert the resolution
  • Fixed issue with targeting UI staying for too long after a target area is chosen to cast a skill
  • Fixed issue where skills would heal enemies when you have a healing weapon equipped
  • Fixed issue where the main enemy in a battle would sometimes move from its original hex upon battle start
  • Fixed issue with Shapeshift White/Black Dragonkin issues with incorrect descriptions
  • Fixed issue where you couldn't see the result for the 4th character in the party on events where all character individually chose an option
  • Fixed issue where if you tried to selected a skill in local coop mode while hovering over a character you would instead switch focus to that character
  • Fixed issue with the cooldown reduction and mana cost modifier scaling with tier effects on Valler's Pocket Watch
  • Fixed issue where the Summoner roguelike preset had a starting skill which is no longer in the game, which causes a instant level on game start
  • Fixed various issues with the video settings in the Options menu not working correctly
  • Fixed issue where the client didn't get some item bonuses that were based on their character stats
  • Fixed issue with Shadow Walk not working for clients
  • Fixed issue where if you abandon quest on a gamepad while the examine window is open it will stop progress
  • Fixed issue where you couldn't cast a potion if you canceled out of the partial targeted multi targeting skill first
  • Fixed issue where the last person wouldn't see event results in certain events
  • Fixed issue where the next room wouldn't spawn if a player leaves while certain events are active
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
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
anybody play this? can't tell if it is good or sucks
I played it a little several months ago and at that time the framework seemed good with bare bones content. I wanted to play more but there were interpersonal issues with one of the people I was multi-ing with and never got back to it. I feel like it might be a little monotonous single-player but the mutliplayer integration was really good. It is turn-based so be sure you are the same level of micromanager as your fellow players, otherwise some players might get bored waiting for others to dissect their strategy every turn.
 
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