This is a semi-updated thread with some information for people new to this category.
During the early stages of the development of a new game, its topics and progress are being posted to this category as a means to bootstrap a community around it. I am the only person working on it at this time.
Explore a procedurally generated world embodied with the elements of Fire, Water and Earth. The world is brought to life by a pixel physics engine and its focus on magic. Arrange your arsenal of spells to fight bosses, explore various biomes and steal the most powerful spells of magic from its protectors.
Supported Platforms: PC (Windows / Linux)
- Online Co-op
- Full Controller Support
Minimum System Requirements:
- CPU: 2.7 GHz Dual Core
- RAM: 2 GB
- VRAM: 512 MB
At minimum system requirements, you should be able to run at:
- 1080p @ 30 FPS
Recommended System Requirements:
- CPU: 3.5 GHz Quad Core
- RAM: 2 GB
- Dedicated Graphics
- VRAM: 512 MB
At recommended system requirements, you should be able to run at:
- 1440p @ 120 FPS
Note that the game is CPU heavy due to the pixel physics engine.
At this stage, what you see is not a complete game, not a demo and not a slice of a game. There’s no content to play through.
At present, people interested in helping will test out functionality and features, in some cases to give feedback and in other cases to help fix bugs or in testing performance.
You will be able to participate in discussions and polls that will directly affect what is implemented.
The view is more zoomed in compared to Terraria, so the blocks will appear bigger (note, not all screenshots below are at full size, some are cropped). This is so that each piece in the falling sand engine is small enough relative to a block, but that there is not too much of it on-screen to cause performance issues.
The world is built out of tiles (blocks) and walls which are mineable and placeable, just like in Terraria.
The workbench is used for tier 1 crafting recipes.
Protection in the form of:
- Wood Door
The cooking pot is used to cook dishes.
For example, a simple recipe is 2 carrots giving you cooked carrots:
The player in this game is different than Terraria. I plan to add some customisation options for colors, but most likely not different clothes, this is due to specific animations being used for spell casting.
Preview of Spells
- Cast Spells
- Dash (on a cooldown):
- Flame Shot:
Displacement / Inferno Strike / Inferno Pound / Flame Shot are spells. In this game, instead of there being weapons and tools, we have spells. Some spells are considered basic (e.g. Inferno Pound, Displacement), these are the least powerful spells but they have no cooldown. Other spells (e.g. Inferno Strike) are more powerful but are on a cooldown.
Preview of Fighting
The world itself is built to be generated in chunks, like you might have seen in games like Minecraft. This means the world itself is much bigger than a large world in Terraria and you can travel long distances before you will reach the edge. In normal gameplay it is not expected for players to reach any of the edges.
The inventory currently mimics that of Terraria’s inventory. As tests progress, it is likely to change to better serve the differences in gameplay.
A spell on cooldown:
So far there are no finished tracks, only some in-progress that may or may not be used.
Here’s the list at the moment (soundcloud cut off the first half second of each track D:)
In the next upcoming test there will be a focus on getting feedback on the following:
- Fighting enemies with 5 different fire spells
- Digging and exploring with 4 utility spells
- Finding materials to craft 2 tiers of gear
- Performance/Compatibility + Bug Finding