
A party-based RTWP (real-time with pause) RPG that gradually grows into a large-scale strategy game as you amass soldiers and fame, or infamy.
Modeled estimate, not a reported figure. How we estimate →
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About
The Story So Far:
The Viridi Republic fell quickly and unexpectedly with the mysterious death of the First Man. The great houses spiraled into an orgy of violence, Salvio "the Scorcher" Tevani burning all the crops and dwellings he passed during his exodus from the city of Jadenbury. House Mesali managed to subdue the other noble families and entered into a trembling alliance behind the capital’s walls.
Other warlords have emerged from the smoldering ruins of the republic, and others still wait like vultures on the borderlands: the Bearded Bandits of the Lorntops, the all-female Third Moon Pirates that smuggle the addictive drug known as moonlight across the Southern Sea, the porcine krugen tribes of the Dead Steppes, the quick reptilian troglodytes of the arid eastern badlands, and the expansive slave-trading Izar Empire that spans two continents.
The town of Lockdell is perched atop the cliffs of southwestern Orinia, patiently overlooking the waves. It is here that Salvio the Scorcher is raising a militia to retake Jadenbury from Andresi Mesali. You just so happen to be one of Salvio’s selfless "volunteers".
Game Features:
-Upgrade 5 skills and unlock dozens of combat, social, crafting, and magic abilities
-Control up to 5 main characters, each with unique personalities, beliefs, skills, and loyalties
-Summon an additional 20 henchmen for a total of 25 units under your control on the battlefield
-Each chapter is a small open world with towns, dungeons, side-quests, and multiple endings
-Total freedom of action: steal from stores, murder friendly characters, double-cross your faction, or not
-Your party, inventory, and reputations are saved and carried over to the next chapter, leading to unique scenarios and challenges for each playthrough
-Utilize a fully-functional world editor, so you can modify the story or design your own complete stories (and sell them on itch.io)
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
During the game tutorial Mr. Beaves threatened me with eternal hell fire if I didn't write a positive review so here I am. In all seriousness the sole game creator and programmer for Laughing Coyote Software 'Brian Lancaster' is a rare find these days and deserves to be supported. Just look at how far his other game Brigand has come and you will get an idea for his commitment. Early access yes... but very much looking forward to seeing his new game grow.
The developer of Brigand: Oaxaca strikes again and... he knocks it out of the park! For me, personally, the nostalgia is so strong with this one... The sound effects, the fonts - it all reminds me of Brigand in a good way. I'm glad Mr Brian chose a different type of game to make and yet I am sad as we will probably never get another Brigand. Fantastic game, with a developer like this I could drink a beer!
well, i like the idea of the game. and because it is early access, i will give it a thumbs up. however, the pathfinding needs to be improved in my oppinion. really, something needs to be done there. the game is very difficult. i died about 20 times on my first quest. O_o it looks promising, though.
First and foremost, I am not qualified to review this game. My entire playtime consists of me sitting in the tutorial, slack-jawed with my eyes glazed over in an almost catatonic stupor. I only manage to come to by being startled back into consciousness by my screensaver kicking in. Be that as it may, I'm going to recommend this game. Why, you ask? Because the singular developer behind this, Brian Lancaster, terrifies and fascinates me in ways I do not know how to articulate. I find myself compelled to support his projects by powers beyond my comprehension, and I believe you should support him too. I cannot face this madness alone.
Interesting game, I really enjoy it however the pathfinding unfortunately makes the game almost unplayable for me. Hopefully a future update solves it
This game is brutal but what i love is modding began working on my own story and map thanks to the powerful editor and scripting langage
This is a RPG that is worth a look for old-school, hardcore fans who love hard-as-nails high lethality combat and branching plots in a rough low fantasy setting of political intrigue (think Black Company, ASoIaF etc). This game is definitely not for everyone but if you can acclimatise yourself to some jank and a very rough UI you have a RPG here that will put hair on your chest. Buy this game if you like - Tough combat that requires thought, planning (and a little luck) to succeed in - Choices and consequences. People betray, lie and backstab you and you are free to betray, lie and backstab in kind. You have an impressive amount of freedom in how to solve quests (and many quests can be solved alternatively via dialogue, theft and a plethora of non-combat skills). - Enjoyed games like: ATOM, the early Fallouts, Infinity Engine rpgs, Age of Decadence, Colony Ship, Deus Ex 1, Knights of the Chalice etc Watch out if you have a low tolerance for - A less than friendly UI that will see you spending a long time juggling inventories - High difficulty that will see you making liberal use of the quickload feature. As soon as you're starting to feel badass Brian will throw an encounter in your way that humbles you. - Tight resource management. Money, food, healing items, XP (Karma) and in some chapters even time itself is in short supply and needs to be rationed wisely. The game has a very harsh inventory system (both in items allowed and weight) that means you can only afford to carry stuff you genuinely need (weapons, bombs, healing items). Time is often not on your side and the game pushes you to move quickly. Combat itself gives no XP so you generally want to avoid unnecessary fighting and focus on completing objectives. No grinding here. - Bugs are a thing (though Brian is lightning quick in responding and fixing these if you report them) - A lot of mechanics are quite obscure and take time to wrap your head around. It took a while for me to realise that I have to level up companions myself (what poses a dilemma of hogging points for your main character or investing in your party). I'm still not entirely sure what the Inspired or Fatigued statuses mean. Perhaps the most controversial feature of the game - Real Time with Pause (RTwP) combat. Both enemies and yourself are often killed in 1-3 attacks. While this means combat is never boring (even an encounter with a 'trash mob' can easily end in disaster) this also means that in what feels like the blink of an eye a fight can be lost. I understand why Brian did this as the later chapter sees large fights with dozens of combatants involved but fundamentally this is an RPG and not StarCraft. - RTwP is common in plenty of RPGs (Baldur's Gate, Icewind Dale etc) but the difference here is that combat is so fast and deadly. It would be like if you played Baldur's Gate but nobody's HP ever got higher than 30. - This creates a realistic and tense feel (combatants die from just a few hits instead of being able to soak up 50 crossbow bolts like most games) but is also very tough on the player and makes combat something of a RNG fest. If your main character gets targeted by a gang of enemy archers a big battle can quite literally end in about four seconds. Overall I'm very impressed with what Brian has created here. If you have a tolerance for reloading, enjoy plots where you can be a real cunning bastard and generally enjoy getting your ass kicked until you finally figure out a way to win this is the game for you. A goodway through Chapter 3 I see that each chapter is getting more and more open-ended and complex (with my decisions in previous chapters often having major ramifications for the next one). Perhaps I'm a masochist but I cannot help myself from coming back to this and pushing a little further.
This could be super sick, but it needs some time and a strong UX redesign. Interaction is tied to a literal independent interact button on the side of the screen instead of just .. clicking to interact. I'm not sure what universe that decision was made in, but it should be reverted. Pathfinding should be entirely reworked. It looks like they're going for some kind of story system deal, but I'll be surprised to see many people figure out what's going on with it.
The dev has been very responsive to bug reports and questions and should be supported just for that. As for the game it's a fun if buggy nostalgic ride to the days of games like Baldur's Gate and Icewind Dale so far. Hopefully it will end up being more when the large-scale strategy stuff comes into play in the latter chapters.
solid story line. struggled to get out of doorways sometimes. gums. 7.5/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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