Concept piece displaying the world of Rite of Life

  • Player-Driven Open World - Progression throughout the game is defined by you. Whether you want to focus on developing your home, helping the villagers become masters of their craft, levelling up your character so that you can take on anything or exploring the vast world of Rite of Life. You set your own objectives.
  • Influence The Economy of Your Home - Bring materials back to your village and watch as your home develops from a small encampment into a prospering town.
  • Level Up Villagers - Bring relevant materials back to your home to help the villagers train in their specialised craft. As they improve, more will unlock in their shops.
  • The Spectrum System - A unique levelling up system inspired from Final Fantasy X's Sphere Grid. Allows you to level up your character how you want to in order to suit your playing style.
  • Innovative Town Editor Mode - Customise the look and feel of your home with an in-game editor mode. Also complete unique quests only possible using the town editor.
  • Interior Editor Mode - Decorate your house with numerous items you find, craft or buy.
  • Seasons, Dynamic Weather and Day & Night Cycles - Fully immerse yourself in the world of Rite of Life. Encounter different enemies, explore secret areas and experience new things as the seasons, variety of weather and time of day alter the world and how you can explore it.
  • Unique Turn-Based Combat - A tried and tested turn-based combat system that allows you to choose how to attack your enemy, exploiting their weaknesses. Watch as the season, weather and time of day affect the strength and behaviour of the enemy you're fighting. Is the enemy more feral at night? Are they weakened in the snow? Can't they handle the summer heat? Discover when best to hunt certain enemies. Also includes a huge selection of skills, attack animations and fully animated boss battles!
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Happy New Year everyone! It's great to be back with a newRite of Life update. It has been a few months since our last one, so we have a lot to get through! Let's begin!

Forest Update

We’ve taken the time to redesign the forest. Originally in the alpha demo, the forest changed its layout each day. This concept came from when we were procedurally generating the surrounding environments. However, since the game has progressed, we’ve implemented seasons, weather and many other variables. We feel strongly that having a consistent design will allow us to improve the experience of exploring, gathering and finding materials in the forest. What we’ve been able to do now is explore ways the seasons and weather change the environment. Some quick examples include lakes being frozen over during the Winter, which could lead to access to previously cut off areas, or when it has been raining for long periods of time you will see areas flooded, thus additional resources being made available. There are lots of avenues for us to explore moving forward. We think this will make exploring the forest feel more dynamic and rewarding whilst retaining that familiarity of knowing the area and planning your day.

Forest Redesign 1


Forest Redesign 2


Forest Redesign 3


Forest Redesign 4


Home Updates

Alchemist

Eventually an alchemist will arrive at your home, their house will be rather eccentric to say the least. For the design of the home, we drew inspiration from Howl’s Moving Castle, we want the house to be very animated. It’s not entirely set in stone what the alchemist character will sell yet, but we’re thinking potions that affect encounter rates, the weather, drop rates, immunities amongst other things.

alchemist house


New Characters

We’ve also been designing some new characters for the home. We’re targeting around 35 unique characters in total once you have maxed out your home. Here’s a look at some of the latest designs.

New Characters

From Top Left: Doctor, Log Scaler, Alchemist. From Bottom Left: Postman, Tavern Owner


Journal

Journal


The journal has seen an update. We’ve implemented animations and additional sound effects. Additional tabs have also been added which include artefacts, fish and cards.

Artefacts

Artefacts can be found around the world of Rite of Life. There are now little treasure spots that can be visually seen, you can interact with these and you’ll find all sorts of things. If you stumble upon an artefact. The artefacts will be used to fill out the Town Gallery in the City Hall-like building that is built when your home reaches a certain level. You’ll also be able to decorate your house with the artefacts that you find.

Treasure Spot


Fishing

Fishing has seen a massive overhaul. It’s now its own minigame complete with its own festival/competition.

When you hook a fish, it initiates the minigame to catch it. You’ll potentially have three icons to click on as your lure spins around the circle. The primary one will be the fish that you have hooked, to catch the fish you must time your click so that your lure is in line with the fish icon. An accurate click will raise the bar on the right-hand side and move you closer to pulling the fish out of the water. If you mistime a click, the bar on the right will decrease, if the bar gauge reaches zero, then the fish breaks your line and escapes.


The second icon that you might see if you’re fishing outside of your home is to initiate a battle. Just time your click when your lure hovers over the icon, then you’ll enter combat with whatever you’ve hooked.

Fishing Journal


Lastly, you’ll occasionally see a treasure icon. By accurately timing your click, you can obtain all sorts of goodies from gold, items, equipment or accessories. Some can only be obtained through fishing. The location, weather, season and environment can affect what treasures can be found. So be sure to do a spot of fishing on your travels.

Fishing Festival

So that’s how the minigame works, but we also have a fishing competition that takes place every so often with the villagers of your home. With this you’ll be taken to a sectioned off area of the forest (no encounters with monsters) and you’re given a certain amount of time to catch the best fish you can. There are two factors that decide which fish is best, these are based on the rarity and size. You will automatically keep the highest rated fish, so just keep fishing as quickly and as best as you can! There are prizes for those that come 1st, 2nd or 3rd. There’s also an additional prize for whoever collects the most trash whilst fishing, we’re dubbing it ‘The Environmentally Friendly Award’. Lots to sink your teeth into with that competition.

Fishing Festival


Card Game

The card game has seen further visual improvements and we have also implemented all of Mount Cherufe's monsters. We’ve updated the functionality of selecting your hand before the game, and we have also added a tonne of sound effects.

Card Game Hand


We’ve designed and implemented the character that teaches you how to play cards. He works for the company that produces the cards and we drew inspiration from the kind of shady salesmen that wear those long trench coats and open them up displaying their ‘wares’. He’ll arrive quite early in your home’s development and will be the first character to introduce a new minigame to your home.

Card Shop Owner


This character not only teaches you how to play cards, but he also opens his own little card shop. From him you can buy ‘Trap Cards’ which we spoke about briefly during an earlier update. Trap Cards are used on enemies you encounter to turn them into cards. So, you can obtain cards through playing against other characters, but also through turning real monsters into cards themselves. This is the only way you can obtain shiny versions of the regular monsters. Shiny cards are the same as the original cards only they have a +1 on every attribute.

Card Shop Stock


There are various types of cards that you can collect. Monster cards are cards of all the monsters that you can encounter randomly via walking around in the environments. Then there are Boss cards, these are obtained by beating a boss in a surrounding area. For example, when you defeat the Mightytaur who is present in the alpha demo, you’ll obtain him as a card. There are also Quest Monster cards, these are obtained by defeating a certain monster for a quest and then taking the card from whoever set the original quest. An example for this would be the Moo Moo quest that is available in the alpha demo. You defeat the monster Moo Moo, then report back to the baker, Benjamin Bunns, then when you play him at cards, there’s a chance he’ll now use the Moo Moo card. Finally, there are Character Cards, these can be obtained by defeating character’s that are linked to the specific character. An example would be your father having your Character Card and after a certain point in the game (keeping this spoiler free!) he’ll begin to use your Character Card when you play him at cards. There’s a lot of complexity to how to collect all of the different types of cards, hopefully you’ll have a lot of fun trying to collect them all.

Card Game Spin


Card Game


Card Game Victory


Crafting

Crafting


The crafting visuals have had a revamp, it also includes sound effects and feedback on how much of each material you have. Anything you craft, you can then place down in your house.

Interior Editor


Cooking

Cooking too has had a visual update. Using the ingredients you grow on your farm, you can prepare certain dishes that will aid you in your adventures.

Cooking


Virtual Pet

Training

The screen where you train your pet is now coming together. The pet training and racing is one of the last minigames you’ll unlocking as you level up your home. Your pet will be in your garden attached to your home. You’ll be able to train it multiple times a day until it’s too fatigued.

Pet Training


Races

There will be a race attendant who you can speak to during a set time in the day. There it’ll open the menu shown below and you can enter your pet in one of these races once a day.

Pet Races


Pet Shop Owner

We now have the pet shop owner implemented. The character’s design isn’t finalised, but we’ll have more on that in the next update. The type of items that you can buy from the pet shop are currently items that aid your pet in its training. The energy bars allow the pet to train additional times in one day without getting fatigued as quickly. The pills/tablets improve the pet’s focus during training, increasing the chance of them gaining more attributes after a session.

Pet Shop Stock


Combat

The combat has seen a lot of fine tuning since our last update. We’ve taken on board loads of feedback that we received on the alpha demo and whilst exhibiting the game. There’s now clearer visual feedback on when an attack is super or not very effective against a monster.


Another issue that was recurring, is players weren’t noticing the armour bar that was present and when it had been depleted. So, we’ve now implemented an animation that plays when the player’s or monster’s armour is broken, and it is accompanied with a sound effect. Hopefully this addresses that issue.

There’s also a tonne of new animations added, screen shakes when certain attacks hit, a red tint as you take damage, colour coordinated digits for damage (separating the health and armour damage) as well as more fluid HP, AP and armour depletion animations.

Loot Screen

The loot screen has also seen a massive overhaul. One of the main issues with the original loot screen was it was very flashy but wasn’t providing the information quickly enough. On top of the fact that there are now additional materials that can be obtained after combat that can be used for crafting, we felt it best to make a more concise loot screen. This is still very much a work in progress, but do let us know what you think.

Looking Forward

Hopefully there's plenty there to sink your teeth into. Our next step is to finally plan out the home and how it expands. We'll be introducing more characters, more information on how the home progresses, the stages of development and also be showing off more of the Swamp and Mountain Pass. We're coming up to the final stretch now. We're doing everything we can to get this game ready for a 2018 release.

Also, we now have a Rite of Life Discord (Discord.gg) that you should totally join. We post more frequent updates in there. It's also great to get your feedback on smaller things and if you have any questions, we're really active on it.

Discord server


I think that just about wraps it up. Any questions, feel free to send us them via our social media channels, Discord or comment on here.

Kind regards,

Rebourne Team

Rebourne Studios Logo 1


Rite of Life Alpha Demo Now Live!

Rite of Life Alpha Demo Now Live!

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Rite of Life Demo Launches March 20th!

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Post Kickstarter Update #1 - Unity 5, Card Game Added, Xbox One and PS4 & More!

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Comments  (0 - 10 of 11)
RockSauron
RockSauron

Oh wow, only 3k pounds? That is pretty small.

Do you still think you'll do the relationship mechanics? Or PS4 port? I would like both still lol.

But yeah, could definitely throw 5 pounds your way... which google says is 7.71 dollars or less than one hour of work. Would probably throw more your way if it'd help get relationships or a PS4 port, too

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Rebournestudios Creator
Rebournestudios

Thanks buddy. We're trying to ask for the bare minimum needed to finish the game and then work our way up with attractive stretch goals. We have loads planned for the game so fingers crossed it builds momentum and we smash our Kickstarter goal :)

Jonathan Ridgway - Creative Director

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Guest
Guest

can you use duel wield weapons

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Rebournestudios Creator
Rebournestudios

Hi,

Sorry for the late reply, didn't see your comment!

You can use dual weapons depending on how you decide to level up and when you learn certain passive skills. Dual weapons combined with certain passives will allow you to do double or with a lot of luck triple hits to your opponent.

Jonathan Ridgway - Creative Director

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RockSauron
RockSauron

Wow, been wanting a Rune Factory like game and a town building side game in one. Also glad to see the Sphere Grid lookalike. Would prefer being able to play it on PS4 though as I am a console peasant but I may make an eception lol.

One more thing: will this have the social and romantic aspects of Harvest moon and Rune Factory? I do greatly enjoy those things.

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Rebournestudios Creator
Rebournestudios

Hi RockSauron,

Thanks for your positive comment! I have some positive news for you in regards to releasing it on PS4. Whilst we're initially targeting PC via Steam due to the ease of getting our game on that platform, we're designing it so it can be played with a controller as well as mouse and keyboard. Which means we plan on trying to get Rite of Life on all the current gen platforms if possible. So I want you to know we'll be trying our best to achieve that so people like yourself will be able to play it at some point. :)

In regards to your question, we're running a Kickstarter later this month, we want to include mechanics such as friendship/marriage options but we want to make sure they're done well rather than just thrown in there so depending on the Kickstarter's success we may be able to include them. Another thing we're hoping to include is a Chao Garden (Sonic Adventure) inspired breeding/competition minigame in Rite of Life as well. This all depends on the Kickstarter's success though, the game will still get made either way but hopefully we can achieve our full ambitions with the game. If not, there's always room for a sequel ;)

Thanks again for the comment, feel free to ask any questions!

Jonathan Ridgway - Creative Director

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RockSauron
RockSauron

Well, it'd be great if you could do that, and I'll be selfish and ask for some priority on relationships and PS4 :p. Still, spent 100 hours getting the Platinum trophy on the PS3 Rune Factory and would love a new game in the vein. Also, love upgrading town.
Don't expect this suggestion to be accepted, but I would like a Metroid/Zelda style item system. Like, being able to craft bombs to open up caves, or raise Fire monsters to burn dead wood to access new areas of the forest (upgraded fire m burn down bigger trees). Maybe some more involved puzzles. I'd understand if you can't or won't do something like that as it'd be a lot more work and stuff, but I would personally love it a lot so thought I'd mention it anyway.

Don't really follow too many indie games (only really one so far lol) but I still think I'll be willing to throw a few bucks at your kickstarter so yay.

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Rebournestudios Creator
Rebournestudios

Thanks buddy!

Nothing wrong with suggestions, suggest away!

Priority is on trying to get Rite of Life on as many platforms as possible so you needn't worry about that. We just can't 'promise' it as we've never published on those platforms before. So rather than promise it is coming to PS4/XBONE/WiiU and then find that for whatever reason it doesn't work out and disappointing people, we're just saying PC for now even though we'll be doing everything within our power to make it on those additional platforms as well. :)

The relationships/marriage mechanics will be early stretch goals so they have priority.

In regards to the puzzle suggestion, whilst we don't have anything like that currently, we do have the terrain behaving/interacting differently depending on the season/weather and time of day. So for example you could be exploring the Marshlands and find that an area is accessible only during winter or you might be only able to access an area in the forest when it is raining and the section has flooded. Interactions like those make each new day a unique experience for you as a player. Combined with the fact that each day the environment itself changes so you won't be exploring the same old layout everyday if that makes sense. Hopefully this will provide you with a large variety so that it doesn't become boring. :)

Wow, thanks for saying you'll support our Kickstarter. We won't be asking for much (compared to some!) so the fact you're interested in the project and are willing to part a few bucks means a lot. We're working hard to make sure the rewards for people who back us are worth it. :)

Thanks again buddy,

Jonathan Ridgway - Creative Director

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RockSauron
RockSauron

Well personally, I think tying in game exploration to building your town and skills would be cool.

Also, for socialization, it'd be cool if, in addition to boosting up the score in addition to gifts and quests and whatnot, you had an in depth dialogue tree for different conversations and would need to select the right response, using memory and not contradicting yourself and stuff. Though that would get very convoluted and require a TON of writing so eh

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Rebournestudios Creator
Rebournestudios

Honestly we'd probably do the friendship/marriage mechanic using dialogue trees opposed to gifts and taking them on quests. Maybe something similar to The Persona game's social link mechanic? Every time your 'friendship' levels up you'd get a small cut-scene between yourself and the character you're interacting with. Then there would be a point where you decide to make the relationship romantic or stay as just a friendship. When maxed out you'd receive an item from them that will benefit you. Maybe you could give them gifts to increase your relationship level quicker.

Jonathan Ridgway - Creative Director

Reply Good karma+1 vote
RockSauron
RockSauron

Yeah, that'd probably be better. It's just that, with dialogue trees, you'd need a lot of writing to not make you repeat the same choices over and over... And I don't mean taking them on quests, but doing quests for them, like bringing back monster meat for that butcher lady you've got there. Eh, lots of things you could do

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Rite of Life
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Rebourne Studios
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