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Savage is equal parts inspired by the Conan stories by Robert E. Howard, my fascination with Zelda II (yes, yes, I know - the black sheep of the Zelda family), other games of its ilk (like Gargoyle's Quest) and a healthy dose of general barbarian fetishism.

The final product will (hopefully) include a varied, somewhat open world to explore, an interesting little tale filled with machismo, magic and muscles, day/night cycle, overworld hunting/tracking, lots of action/platforming, fun melee system and some mild RPG elements (item use, leveling up, gear, crafting and the like).

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Good morning (or whenever)!

Save System

Just jumping right into it -- this update sees the completion of the game's save system! YAAY!

This was one infuriatingly complicated task, I don't mind saying. To give you a rough estimate of the keyboard gymnastics involved, to get it up to this point (fully functional, with save slot support and deleting said slots within the UI) took over 60 hours this week -- but it was worth it.

There were a number of complications I ran into, especially getting those save slots to draw their relevant data correctly. I was originally accessing the appropriate save files (in .ini format for the time being) to draw things like armor, HP, play time... this caused the framerate to plummet like a ton of bricks.

To remedy this, when the game now saves, 'display data' is now saved to a much smaller, seperate file that is only accessed to display the nifty graphics on the load menu. In fact, as I write this, I'm thinking of ways to improve it even further... so everything I just typed will probably change - ha!

Deleting a slot was challenging to engineer as well -- having to set a flag in another settings file to reset the "working save slot", and also tell the newly deleted and recreated save slots that it has "no data" in it, so the game knows that when the empty file is accessed to simply start a new game.

It's all working and fully functional now, though! The game will save your progress every time you transition from screen to screen -- this will NOT, however, function as a checkpoint. For now, checkpoints are invisible, but will eventually look something like the main character taking a swig of some fun juice (as pictured in the first gif of this post).

When you die, you will start back at your last checkpoint visited, but will retain all of your items and story progress.

Another challenge moving forward is remembering to save the player's location and state after a big story event or something, like after you're taken prisoner and complete the initial burning village sequence:

Go here to check out the latest archived livestream I captured while working on the save system:

Twitch Channel

Sorry it's muted -- I was listening to too much unlicensed rock and or roll. I'll re-upload the stream on my youtube channel with some of my own music over the video later on.


The forge hammer pickup is now active in the game, and you now need it in order to interact with the forge. To convey this I threw together some extra UI animations and elements:

... And then after finding the hammer, you can go ahead and pound away on the anvil:

Big Screen!

I have a live build constantly updating via the Steam pipeline, and it feels pretty awesome to access it via the big screen!

For the past week, I have been doing most of my playtesting this way to get a feel for how everything works the way someone playing the game normally would -- I gotta say, it's pretty exciting to interact with it this way!

Fixed, Completed, and ToDo

Here's a list of fixes and addressed issues:

  • Added fully functioning Save, Load, and Delete save system
  • Added 'Continue' and 'Load Game' options to main menu, as well as some visual clean up
  • Shield doesn't get created when loading or continuing a game
  • kell can't attack when colliding with anvil object
  • Slavers no longer drop gold keys
  • rewrote gamepad and keyboard input
  • there was a problem on Windows 10 while using an Xbox 360 gamepad - button mapping was all messed up and most buttons would not register
  • removed 'global.fortOpen' checks that were crashing the game
  • fix burning village NPCs not showing up
  • pickup forge hammer
  • static values (like what sprite a weapon or armor should draw in the UI) get messed up on loading a game file
  • rewrite save system to re-initialize static values
  • create seperate data file to save load screen display data to so that we are not opening 3 massive save files
  • display forge hammer in UI if found
  • can only use forge if a forge hammer is owned
  • Create "up" arrow effect when able to interact with anvil
  • create 'no hammer' prompt when trying to use the anvil without hammer
  • going back to burning village after escaping mining prison starts the beginning of the game all over again

... And next up:

  • alt+tabbing is horrible and can lead to the game becoming unresponsive, while keys and buttons become frozen (i.e. holding 'left' is always true), especially when on title screen
  • when game is minimized, it still accepts input from gamepads and keyboard
  • dying before getting throwing knives in cave starts you back behind the cave-in, which makes progress impossible
  • redesign UI interaction with gamepad and keyboard
  • create little loading icon thing to alert players that the game is auto-saving
  • overworld hide armor sprites
  • change some door positions
  • fix elevator wait time
  • create a mirrored player attack object when attacking for better attack coverage
  • if you hit 'enter' during the intro while you are defeated, the game breaks and you cannot progress
  • candles should also cast light
  • rewrite certain lines of intro dialogue
  • lifting enemies is buggy, especially on ramps
  • cannot lift objects on ramps
  • pushing down + forward + dodge causes kell to dodge backward 'forever'
  • Torches can be destroyed and drop items (like a certain super rad video game series featuring a very serious gentleman brandishing a deadly whip)
  • pickups that get stuck in boulders
  • completely get rid of backpack check
  • completely get rid of hunter belt check
  • completely get rid of warrior belt check
  • completely get rid of item pouch check
  • finish first NPC village including (finally) a vendor
  • finalize dialogue bits and interaction with the NPCs in the mining prison
  • finish burning village Maginoch events and boss fight
  • finish Tra'Tibowt boss fight
  • updated impact sprites (like jumping on an enemy's head and stunning them)
  • more general and universal sprites for the overworld encounters
  • fine tune enemy and item placement
  • Sort items based on category in inventories (clean up function)
  • flames hurt and will 'burn' enemies
  • create new 'thug' enemy (less powerful, unarmored 'Brute')

Try the new build here: SAVAGE: The Shard of Gosen alpha 5.1.0

That's a wrap for this update! Have a great rest of your weekend and I'll continue to keep you all posted!


Midnight Oil-Schmoil

Midnight Oil-Schmoil

News 8 comments

Bit of a short one this time - mostly talking about the shiny new alpha demo!

The Shadow Knows

The Shadow Knows

News 15 comments

More progress on squishing bugs and improving things!

Bug Hunt

Bug Hunt

News 9 comments

Bugs, bugs, bugs! A look into a programming chamber of horrors, improvements, and things still left to do for the playable build!

Getting Slimed

Getting Slimed

News 6 comments

Hail, Barbarian Horde! I've got a handful of things to show you and discuss, including an upcoming playable developer build (more on that below!) for...

RSS feed Files
SAVAGE The Shard of Gosen Public Alpha 5.1.0

SAVAGE The Shard of Gosen Public Alpha 5.1.0

Demo 0 comments

2016.08.28 - Updated to 5.1.0 - Save system! 2016.08.23 - 5.0.2 Hotfix - Can't move 'left' on worldmap without pushing jump button (and other fixes) 2016.08.22...

SAVAGE: The Shard of Gosen alpha 4.5

SAVAGE: The Shard of Gosen alpha 4.5

Demo 0 comments

SAVAGE: The Shard of Gosen alpha 4.5 - Lots of new content in this update, including shields and the undead!

Savage: The Shard of Gosen (public alpha 03)

Savage: The Shard of Gosen (public alpha 03)

Demo 1 comment

This public alpha build has been rebuilt on a new architecture, and is what I'll be using throughout development from now on. This build fixes a number...

Halloween Goodies Bag

Halloween Goodies Bag

Wallpapers 0 comments

I threw together some goodies for you (or anyone who's interested) to consume! The "bag" includes: Wallpapers, NES retro controller overlays, and a few...

Savage: The Shard of Gosen (second public alpha)

Savage: The Shard of Gosen (second public alpha)

Patch 12 comments

Second playable build, alpha is out! - 10/21/2013

Savage: The Shard of Gosen (first public alpha)

Savage: The Shard of Gosen (first public alpha)

Demo 12 comments

So - I have shamelessly copied/pasted the following from my ​Game Jolt page (because, no sleep for a billion hours!! :D ) - I made it! I managed to...

Comments  (0 - 10 of 40)


Reply Good karma Bad karma+1 vote

I played the first alpha version and the latest version. I noticed that in the first version, you could move faster on the map by holding "A" and moving with the arrow keys. In the last version, it doesn't work anymore. Anyway, i love the concept of the game. Awesome graphics and gameplay, but there's one thing i noticed... Wooden Club does almost the same damage as the sword, but the club hits a lot faster than the sword.

Reply Good karma Bad karma+1 vote
toborprime Creator

Hey, thanks for giving it a shot! Holding the 'A' button while on the map screen was a debug thing I forgot to remove that allowed me to zoom around the map.

And yes -- for that build you played (which is around 2 years old by now) I did almost no balancing and just sort of threw a prototype together.

These issues, and more, are getting fixed up. Thanks again for playing, and for commenting!

Reply Good karma+2 votes

Any plans on a early steam release?

Reply Good karma Bad karma+1 vote
toborprime Creator

Good grief - sorry for the late reply. IndieDB refuses to alert me to comments.

Are you referring to Early Access? I want to avoid releasing the game in that way. I don't think a game like this would do well in a retail system like that, since it's not a "living" game - i.e., procedurally generated with tons of modular elements added over time each year, and all that.

It would be like playing Super Mario Bros. 3 or something, where like, every month a new zone or handful of levels was added.

Reply Good karma+1 vote

Is Savage dead? We haven't received any news.

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toborprime Creator


Reply Good karma+1 vote

OH MY GOD SO MUCH DAMN AWESOMENESSS!!!!!! I always did feel the skeletons were lacking something! Now they are much more different! In Alpha 4.5 I thought they were TOO easy to beat (Though that could be due to the fact after getting Wrym Scale, everything barely did damage). Maybe some foes get armor piercing attacks (Like stabbing ferociously, or simply wielding natural piercing weapons like spears).

Reply Good karma Bad karma+2 votes

Looks awesome! Keep it up.

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toborprime Creator

Thanks very much!

Reply Good karma+1 vote
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