Drawing inspiration from a wide variety of different types of role-playing games, Bevontule is an upcoming computer RPG with a large emphasis on plot, lore and character development, as well as combat, customization and progression.

Featuring a deep, challenging and innovative turn-based tactical combat system, Bevontule's primary emphasis is on the many ways in which characters can master the nuances of their available skills and equipment setups to best dispatch the varied and highly intelligent enemies they will encounter.

At the same time, progression is driven by a very tightly-written and mythology-deep storyline that has been decades in the making and is codified in many short stories, maps, sketches and even its own wiki. Not only is the main storyline arc of the game solidified, but so too is the extensive history and setting in which the game occurs.

At Multithreaded Games, we've played our fair share of role-playing games and grew up during what we would argue were the golden years of RPGs, churning out such behemoths as Chrono Trigger, Secret of Mana, Final Fantasy Tactics and many, many more. While it could be argued endlessly as to which one truly wears the crown, they all had something to teach us.

We hope Bevontule will go down as a worthy successor to the ideas presented in the many masterpieces that came before us. Having the resolve, knowledge, experience and passion to see the game through to its completion, we are more than equipped to make this desire a reality.

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Bevontule Pre-Alpha Demo 1.2 Hype!

Greetings everyone! We plan on releasing the new demo sometime tomorrow and just wanted to remind everyone of what to expect and what exactly has changed (everything, literally everything!) Let’s start with the biggest change, the playable area:

Main Areas

The Atonian Steppe, with its rich history and colorful inhabitants makes another reappearance as the setting for this particular demo. You might ask, why this same area? For the initial release of Bevontule, the Atonian Steppe will be one of several large and playable areas, but really, is the only ‘open area dungeon’ currently envisioned. What this means exactly, is that while it isn’t the only planned location in the game, it’s the most suitable for presenting all of the gameplay elements that we have so far established.

As you can see from the picture above, we have massively revamped this area. It looks so different, in fact, that it might as well be an entirely different location. If you’re not convinced, check out any of our previous videos for comparison! I would like to reiterate that while this isn’t necessarily a free-roaming open-world game in the vein of something like Skyrim, there will be a massive world map which will connect areas such as the Atonian Steppe to many, many other areas (Cephaline, Molsha (the subject of our first demo), Auvane, Sallasat and Yelev, just to name a few.)

While we’re not quite ready to give away big plot details just yet, it’s safe to say that the fledgling player will be spending a lot of time in the Atonian region and as such, we wanted to spend a large amount of time fleshing out the region and its inhabitants and backstory. Even though vast portions of the world have been claimed and rendered uninhabitable, the steppe represents a sort of relative ‘safe area.’ For a little while.

If that’s not enough, we’ve also made huge changes to the optional area below the surface, a large cave system that connects the two river-split sides of the steppe. Down here you’ll find more treasure, more enemies, more detailed environments, and who knows what else?

As in the previous demo, the goal will be to find and vanquish a large foe waiting on the other side of the river. I want to further reiterate that the in-game plot and motivation will be far different and the appearance of the ‘Kundalini’ is more of a contrived situation that drives the plot of the demo only. While many aspects will remain the same in the actual game, the reason for exploring the steppe will be different, as will the story itself. What I’m saying basically is that this demo is more setting and less plot.

Enemies

While enhancing the environment art, it became clear that our current enemies were no longer up to snuff. While we don’t condone chewing tobacco here at Multithreaded Games, we figured we’d go ahead and attempt to improve them anyhow.

We were able to improve a large portion of our enemies, but were unfortunately time-constrained to finish them all, leaving one or maybe two behind in the process. The new enemy designs are well worth this small sacrifice and we were able to shuffle certain skills and behaviors so that everything from the previous demo was mainly kept intact.

In addition, we’ve added new skills and tuned many old ones as well, for both enemy and ally. I won’t spoil all those changes, so you’ll just have to play it and find out! I will, however, spoil a few of the upcoming enemies and give a little more information on each of them :)

Scabrum

A hefty, but otherwise unassuming fella, Scabrums typically keep to themselves while roaming the wilderness. While they are solitary creatures, they’re unique in that they’ve formed symbiotic relationships with nearly every creature on the steppe, tending to follow them in search of whatever scraps might be left behind.

In exchange, Scabrums lend their support to enemies whenever possible, pumping out copious amounts of Aggressive Spores, which enrages nearby foes. They aren’t afraid to get their hands dirty either: stand too close and you’re liable to be smacked by one, their attacks occasionally inflicting Slow on their hapless victims, allowing their companions to score the finishing blow.

Hyderangea

A vicious and cunning carnivore, Hyderangeas are mobile, unlike their rooted counterparts, the Elongata. While slow and meandering, they pack quite a punch with their rampant Seed Blasts, hitting multiple distant targets from relative safety.

In addition to their nasty bites, they tend to spew Poison Breath when they can, preferring to catch as many as possible in their putrid haze, watching as the victim succumbs to their unnecessarily strong poison. Take advantage of this skill’s long charge time to reposition allies or use Moroch’s Spinkick to send them flying out of range.

Adaro

Adaros love catching unsuspecting prey (and travelers too!) along the banks of the Salinas River, using their signature skill Rend to deal a devastating bite to their target.

Short-tempered and unpredictable, it’s possible that an Adaro may unleash a single swipe or possibly more on a single attack. To make matters worse, their bobbing lights serve a functional purpose as well: gather up too many allies in a single area and you’ll be hit with Blinding Lure, a magical attack that makes up for in damage what it does to your allies’ vision.

Karkadon

Brutish and utterly unreasonable, Karakdons roam the steppe sluggishly and seemingly without purpose, largely avoided by the other denizens of the steppe. Despite their menacing appearances, they are actually herbivores and aggressively drive competitors from their territory using Fling.

While their physical attacks pack a punch, they’re mostly known for their deep and agonizing vocalizations, their Howls weakening all nearby foes, while dealing a small amount of damage (and tinnitus!)

NPCs

For much of Bevontule’s development, we lacked a nice and cohesive framework for properly animating NPCs and enemies outside of battle. Without getting too deeply into the nitty-gritty details, we took some the time to develop a system that allows us to assign arbitrary animations to NPCs and enemies and trigger them to play based on a number of different conditions.

We’ve also revamped their appearances, quests, mannerisms and functionality as well, allowing for NPCs that display disgust or anger when you fail to complete a specific quest or ones that might even be able to provide safe passage to the other side of the Atonian Steppe… for a fee, of course!

Conversations, buying, selling, inn’ing, resource harvesting, chest looting (OK, these aren’t NPCs, but still…) have all been vastly improved in terms of the responsiveness of interactions with objects as well as the amount of time spent doing so.

Encounters

Many of the improvements in battle have come down to bug fixes, visual enhancements, AI improvements, increased usability and oh yeah.. bug fixes. Battle should feel a million times (official measurement) smoother than it previously did and enemies are less likely to make bad decisions when fighting you.

The very act of going to battle has been improved dramatically as well: enemy collision boxes are more accurately reflected, chasing behaviors have been vastly improved, enemies have more realistic vision and engage radii, enemies may appear asleep or hidden until a certain proximity, enemies now animate during waypoints and much, much more.

There are so many more things we have improved since our previous demo, but it’d be impossible to list them all. You’ll have to trust us when we say that the new demo is every bit as compelling as the old, but has all the polish of a completely new game—and we’re just getting started with everything that we truly want to do with Bevontule.

We hope you’ll give it a try tomorrow and we look forward to your thoughts, impressions and feedback!

Bevontule Pre-Alpha Demo 1.2 Updates!

Bevontule Pre-Alpha Demo 1.2 Updates!

News

An article detailing some of the most recent changes and improvements to the Bevontule pre-alpha demo.

Bevontule Skill System

Bevontule Skill System

News 2 comments

An in-depth look at Bevontule's upcoming skill improvements and mechanics.

Pre-Alpha Demo 1.1 Updates

Pre-Alpha Demo 1.1 Updates

News 2 comments

Details the large number of changes made in the wake of the original Pre-Alpha Demo release, along with new photos and videos of those improvements.

Pre-Demo Summary / Battle Tutorial

Pre-Demo Summary / Battle Tutorial

News 6 comments

A quick overview of some recent development work as well as a new battle tutorial video!

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Bevontule Pre-Alpha Demo 1.2

Bevontule Pre-Alpha Demo 1.2

Demo

We're thrilled to announce the release of our latest pre-alpha demo! With completely overhauled graphics, environments, enemies, skills and more bugfixes...

Bevontule Pre-Alpha Demo 1.1

Bevontule Pre-Alpha Demo 1.1

Demo

A massive new addition to the original demo released last month, this post-pre-alpha update takes the original's turn-based tactical combat and kicks...

Bevontule Pre-Alpha Demo

Bevontule Pre-Alpha Demo

Demo 2 comments

A new, massive and epic demo offering hours of gameplay and revolutionary, turn-based tactical combat. Face the challenges within... and reap the rewards...

Bevontule Battle Demo

Bevontule Battle Demo

Demo 1 comment

Take a stab at some of Onich’s most feared denizens in Bevontule’s new and improved battle system! Featuring a wide array of enemies, skills and locations...

Comments  (0 - 10 of 15)
ReezeTheVampire
ReezeTheVampire

Looks gorgeous, and it sounds really well put together, I can tell you took your time on this, can't wait to see some more.

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MTG_Andy Creator
MTG_Andy

Hey ReezeTheVampire, thanks for your feedback! We certainly have spent a lot of time on it, but we're confident it'll pay off in the end. Feel free to try our 1.2 demo if you haven't yet! And, of course, we have a lot more on the way... :)

Reply Good karma+1 vote
Guest
Guest

Voted for you Andy!! Hope you win!!! PJ

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Guest
Guest

I want a copy

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MTG_Andy Creator
MTG_Andy

How about a free demo to hold you over ;)

Reply Good karma+2 votes
Guest
Guest

I'm getting FF12 vibes. That satisfies my Freudian urges.

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MTG_Andy Creator
MTG_Andy

I'm Captain Basch!

Reply Good karma+2 votes
JonboyGames
JonboyGames

Awesome combat. I love tactical turn-based RPGs. Youtube.com

Reply Good karma Bad karma+3 votes
MTG_Andy Creator
MTG_Andy

Hey, thanks for doing the playthrough and posting it, really appreciated! If you ever want to revisit it though, keep in mind there's still a good 3-4 hours left of stuff to do! :)

Reply Good karma+2 votes
Omegakill
Omegakill

You had me at Final Fantasy Tactics! The game looks fantastic too! Following.

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MTG_Andy Creator
MTG_Andy

FFT is one of the best games ever, period. If we could even aspire to be half the game it was, I'd die a happy man. Thanks for the follow and be sure to check out our 3rd demo which will be posted here on July 7th!

Reply Good karma+2 votes
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Bevontule
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Latest tweets from @bevontule

RT @inbetweengames: Thanks to your support All Walls Must Fall is 60+% funded! Please vote for us on Steam Greenlight!… T.co

Mar 23 2017

Help support the #tactical #rpg genre by checking out this #indiegame by @PoeticStudio. Looking good! T.co

Mar 21 2017

RT @NoWandStudios: Woah! 99% funded! It's being an awesome day people! We love u all for sharing and helping us getting to the goal! <… T.co

Mar 21 2017

Help a fellow #indiedev with their #greenlight campaign! You never know when we might be asking them for the same… T.co

Mar 21 2017

A great community that has really helped us reach new people. If looking for feedback or a community of gamers che… T.co

Mar 20 2017

RT @bevontule: Outtake from our upcoming "Creatures Of The Atonian Steppe" video. #screenshotsaturday #indiedev #indiegameT.co

Mar 19 2017

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