
Dustgrave: Prologue will let you experience the first hours of Dustgrave: A Sandbox RPG, which is set to release later this year! Start your journey in the Prologue, change the world with your choices, and then continue playing with your save once the game is released!
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About
The mighty Dahlan Empire is falling, ravaged by a mysterious plague and internal unrest. While surviving powers and invading nations fight among themselves, adventurers and mercenaries venture inside this land full of opportunities.
Create your character and embark on an epic journey, enjoying complete freedom in a true sandbox RPG experience. Everything you do affects the world and its people. All important events are recorded. All characters will interpret what’s happening based on their morality and their faction.
Dustgrave: Prologue will let you experience the first hours of Dustgrave: A Sandbox RPG, which will be released later this year! Start your journey in the Prologue, and then carry on with your save into the final game, where you will be able to join factions and level up without restrictions!

The characters will judge your good and evil deeds based on their personality or faction. You may be a robber, despised by common folk, but selling stolen goods could kick-start your career in the local crime groups!

Factions will fight against each other, pillaging and conquering settlements. Some may become major players in the area. Others may be destroyed forever.

Create and customize your main character in every aspect, and roleplay your alter-ego in any way you want, without any external constraint.

Carve your own path, whether you join the Astralite clergy to fight against the heretics or steal apples from commoners! Many paths are available to you: criminal mastermind, righteous hero, ruthless mercenary, or wise archeologist.

Smash your enemies with a complex yet accessible turn-based combat system! Thanks to a unique combat system you can experiment with Skills and Items combinations. Find overpowered combos and destroy everyone stupid enough to fight you!

Use a stealth system to do anything you want. Steal something? Check! Assassinate someone? Check! Watch people sleep? Check! Pickpocket Marco during a quest and use his keys to rob his house while he's still kidnapped? Quite specific, but still doable!
Enjoy Several hours of playtime and saves compatible with the final release version, so that you won't lose any progress!
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Languages: English, Simplified Chinese
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Reviews
очень неплохо. надеюсь на релизе будет русская локализация.
There are more bugs than functionalities. The guy the tutorial give you can't even heavy strike with his mace without hit himself. This is not a prologue, not even a demo. No more than a proof of concept.
I want more. I am usually not a fan of top down turn based, but this has me wanting to test more and more features. Its running without issues for me. One or two visual bugs I noticed, but its literally in version 0.32. Developer, if you see this comment please let me beta test this for you!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 36 reviews with recorded playtime.
for a game at low resolution it as a lot of ressources probably some cryptomoney farming behind
Free Demo, its still needs work but I recommend it cause its def worth checking out and might turn into very good game. Almost forgot, UI sux a lot
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I am a self proclaimed "The Prologue Guy" and i approve of this half baked. ( ദ്ദി ˙ᗜ˙ )
[h1] Paying the Devs in Feedback? [/h1] For all the complaints, I don’t think anyone can fault the devs for a lack of vision. They’ve laid the groundwork for a really satisfying and immersive experience, but as with any Early Access games, there’s still some work remaining to realize this game’s full potential, and since the devs decided to kindly provide the opportunity to explore the early game for free, I wanted to provide some more organized impact than the few bug tickets I logged. If this gets addressed, I’d happily buy the full game, and hopefully more folks would join along! [h2] The Good [/h2] Hit the max characters so had to trim this down but, * [b]Progression/class systems that feel intuitive[/b] * [b]Combat systems feels satisfying[/b] - Pretty much right out of DoS/BG3 from being able to initiate from stealth and turn-based actions. * [b]World that feels alive[/b] - Feels very similar to the Banner Lord experience in terms of NPC troupes moving around the over-map and seeing various updates on the going ons with other factions. It also looks like there’s a mechanic that translates completed quests into boosts for different factions (I tracked down a ransacked caravan, and then the Pavanian Republic got a boost to its prosperity). [h2]Feedback[/h2] [h3]Big Picture[/h3] * [b]Could benefit from more thorough tutorial guide/targeted quests[/b] - We see a bit of this to start with, but after the opening combat you’re pretty much left to context-specific popups, [b]which are the ONLY way to access the full tutorial[/b]. Navigation to Help/Tutorial is a must within the menu systems. Outside of that, there seem to be a lot of cool mechanics teased (e.g. poison a well, buy a scroll to implant a false memory in an NPC or erase a bad one), they seem interesting, but I have absolutely no idea how these would apply. Would be great to have some clear quest chains that explain when/why you’d use these. * [b]Gameplay loop can get repetitive with exclusively programmatic quests[/b] - It definitely helps with the scale, but in the 2.5 hours I played, every quest boiled down to “Go to place, fight bad guys, collect reward.” The game markets itself as a Sandbox, and maybe this is truer to the intention, but I found myself really wishing for longer quest chains or something that can sustain narratives that extend past single quests or abstract world events. Again, could be it’s there and I didn’t explore, or it’s just counter to the spirit of the game. [h3]Combat Mechanics[/h3] * [b]Heals OP?[/b] - Might be a bug, but any healing spell I cast fully healed all party members regardless of damage. I had one that had a tooltip of 30-45 or so healing, that consistently did 150+ with party members. Might just be a bug or something that needs explaining. [h3]Party Mechanics[/h3] * [b]Initiating interactions with different members[/b] - Pretty much DoS/BG3 style, I had one party member specialize in Influence to be the party’s diplomat, but I seemed unable to benefit from this since every interaction was initiated from my main character. Similar thing with trade/bartering. * [b]Relationship measurement[/b] - Maybe there’s some underlying scoring, but from the two folks I recruited they seemed to have clear and distinct primary drives (in this case 1) Making money and 2) Doing good). I stole a bit, but that didn’t seem to dissuade my second hire from being in my party. With all the sophistication on faction and settlement relationships, it only seems natural to have relationships with party members (thinking similar to Bethesda companions etc). Could have some penalties/boosts around that. * [b]Cost of Party Members?[/b] - It’s not clear if there’s any ramification in taking on additional party members. It’d be interesting to add a mechanic that changes the loot sharing etc to reward more lean groups vs focusing on the 4-man. It’d be a bit more believable if these were story-centric characters, but most you just find in town and sign up for you with no convincing necessary. Maybe there’s something more built out in the full game but think this could improve immersion. [h3]Other mechanics[/h3] * [b]Disguises don’t work?[/b] - In the game’s intro, your advised by your companion to disguise yourself as a Vulture to infiltrate their ranks. 10 seconds later you come across the Vulture party ransacking your caravan, who immediately treat you as a hostile completely ignoring the outfit. It feels like an easy hot fix for the tutorial (if main char outfit = Vulture -> convo path), outside of this it’s unclear how this really works. To the extent that different reputations give you different convo options, it feels like getting a static reputation when impersonating another faction would work easily. It’s also unclear if I need my entire party disguised, if it’s just based on the main character, or if I need at least one member disguised. * [b]Civilians don’t have much to say[/b] - Quest markers are nice, and while my map exploration was rewarded with the discovery of a cave, there seems little incentive to talk to NPC’s outside of key functionaries (merch, quest, party joiner, settlement leader). It’d be really cool to either incorporate talking to civilians via quests (e.g. “Survey the population for clues”), or if there was a chance of discovering information in chats (some random probability of a map to a dungeon/loot cache). * [b]Provisions?[/b] - Maybe only relevant on harder difficulties that consider resources, would be good to call this out explicitly. * [b]Crafting guide[/b] - I like discovering recipes, but overall I was pretty much at a loss for what to do with various ingredients. Would be nice to have some directions re: getting advanced crafting materials (e.g. “You can learn about hardened steel by talking to the forge masters at XX”). It’d also be nice to have a few more core recipes out the gate to get players in the habit of crafting. * [b]Price tuning/repair mechanics[/b] - At a glance the prices felt a little miscalibrated, armor was super cheap to buy, and in some cases it felt like repairing a weapon was more costly than just buying a new one of similar quality. I’d like if there was a way to do repairs with resources similar to upgrades, or provide it as an alternate option to paying so much. [h3]Quality of Life[/h3] * [b]Move/disable over-world map reticle[/b] - Multiple times I tried to click on a passing group of raiders or travelers, only to be taken directly to the map since the clickable circle is directly centered over your party. Maybe it’s something with my resolution, idk, but it was infuriating. This one an absolutely necessary solve. * [b]Number keys for skills[/b] - Keyboard shortcuts really help to ensure a fluid experience that focuses on the action rather than mousing around the screen. Feels like you could easily have number keys (1-5) for the base skill, then num* bered keys for the variants (e.g. 1-1 -> Base quick attack, 1-2 -> Quick attack + first skill). * [b]Buff visuals remain after fights[/b] - I was wandering around and could not figure out why my party member’s head was glowing red, until I realized that this was the visual for the attack boost skill. Similarly had a character with shield remaining after a fight walk around the location map suspended in a blue orb. Not the worst, but should be easy to reset the character model when exiting combat. [h2]In conclusion…[/h2] I gotta go catch up on the work I was supposed to be doing, but really excited to see where this game goes. Think it has a lot of potential, and I really enjoyed exploring the world of Dustgrave for the short-time I did. Recommend giving it a spin and sharing your thoughts with the devs!
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Выглядит интересно, играется интересно, пробивается через стены интересно (магия, копья). Нужен переход в пошаговый режим как в Silent Storm (чтоб бойцы замирали по факту нажатия на кнопку, а не выполняли уже назначенное передвижение). Ибо стоять в окружении магом в самом начале боя вредно для здоровья.
Audience
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