
Uncover ancient magic in The Tale of Oath, a student-built action-adventure where you wield elemental spells, solve puzzles, and battle dark druids in a mystical, atmospheric world.
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About
The Tale of Oath is a third-person action-adventure game set in a world where ancient magic teeters on the edge of chaos. Originally developed as a student project at Carnegie Mellon University’s Entertainment Technology Center, this prototype showcases a rich narrative and magic-based gameplay wrapped in an atmospheric experience.
Use this key if needed:
R – Back to the last savepoint
T+P + (0-3) – Jump to major game scenes
In the mystical land of Rifts England, a Citadel outsider stumbles into an unraveling world where elemental forces have gone awry and the sacred Tree of Life is destabilizing. Wielding newfound powers, the player must purify corrupted Druid altars, solve elemental puzzles, and battle the Blood Druids threatening to consume the land in darkness.
As the journey unfolds, players will fight through ancient temples, rescue imprisoned Druids, and confront the Blood Druid in a climactic showdown. Every spell is designed with dual purpose—use magic not just to fight, but to unlock paths, trigger platforming mechanics, and interact meaningfully with the world.
Single-player action-adventure gameplay with controller support
Puzzle-solving through multi-use magic mechanics
A branching world of temples, elemental environments, and narrative-driven quests
Atmospheric soundtrack, handcrafted VFX, and immersive level design
Developed in Unity 6 with the Penguin Action Toolkit
The Tale of Oath was developed by Ashling Tu and Team Quessant, a passionate group of graduate students at Carnegie Mellon University for the Level Design Production project. The project was guided by instructors Ruth Comley and Ricardo Washington, with expert insight from SME Ketul Majmudar and consultant Michael Christel.
Join us on this journey—experience a world of myth, magic, and discovery.
Ashling Tu, Lisa Zhang, Yuhuai Huang, Albert Guo, Xixi Huang, Tianyi Lin, Wuji Cao
Genres
Stats
Languages: English**languages with full audio support
Reviews
流程不算很长,手感还可以,不过有几个德鲁伊在隐藏房间,我打完还有三个没找,大树猛击很强,一直绕圈等cd然后大树猛击就乱杀boss 键位对应 A-回车 B-E LB-右键 RB-左键 shift-冲刺 R-回到上一个互动过的记录点 O-让屏幕震动,意义不明 左键是平a,右键是集中模式 左键是自然系能力,从出生点德鲁伊旁边的祭坛互动得到,平a橡棍术,集中模式大树猛击 Q是风暴系能力,从主城左转玩一个绕着树干的跳跳乐然后闯密室拿,直接Q是发一个冲击波,集中模式丢一个万象天引的风暴球 F是盾,顺着主线走就能拿,集中模式是把盾架起来 然后最开始的跳跳乐在冲刺过俩岩浆之后要右转蹬墙跳上去,然后放一个大树猛击踩树干上去,对,大树猛击招出来那个根须有碰撞体积 总体游玩体验不错,希望能把出生点那个进不去的金币点位改一下,期待下一部作品
介绍主区域的镜头动画播完之后一度以为我会迷路,然而没有,整体跑图解谜的体验非常顺 以及闪电旋风劈很爽,全程跳跃绕背开劈 Boss战的开场氛围,好👍 脚步声触发太频繁太响,不好😨
Öğrenciler tarafından geliştirilen aksiyon-macera oyunu The Tale of Oath'ta, mistik ve atmosferik bir dünyada elemental büyüler kullanacağınız, bulmacaları çözeceğiniz ve karanlık druidlerle savaşacağınız kadim büyüyü keşfedin.
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Concurrent players on Steam, sampled daily since tracking started.
Nice game! Great job!
游戏菜单是不存在的 设置按钮也是摆设 既然是针对手柄做的,那手柄该有的视角随移动调整为啥不做? 一个游戏里对话用两种方式表现 没有怪物锁定+鬼畜的攻击位移=灾难性的操作手感
My go-to game at work-- it takes me back to developing wired games with friends at the ETC. I hope other players can have as much fun as I do-- like when I nearly slipped off the tree trunks (didn't, lol) or when I knocked on the druids' cottage door and was greeted by a yell.
this dosent feel finished, where is my menu at all, why dose my pause button reload the last checkpoint i could go on but i wont as i dont want to just like how i dont want to play any more of this
Pretty fun so far with interesting, innovative magic (wind and wood/tree magic are so cool!) but a little buggy and clunky with graphics and mechanics. I'm stuck in the area with the wind tunnels/vacuums because I keep falling, lol. Really interested in the story since the world building so far with the Citadel being technologically advanced vs the Blood Druid taking over the naturey Druid settlement seems so cool! I also love that our protagonist is a girl <3
It's a fascinating project, Very cool, can't beat the price. Only critique at this time is that I ended up having to ctrl+alt+delete to figure out a way to close it out completely.
not bad, fun, nice graphics
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.