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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RSS Articles

Yes, new build! But we'll get to that in a second -

- I've been down in a development hole working like a demon to get this game polished, feeling great, and worth your time to play. I'm finally coming up for air to show you all the shiny new progress that's been done, and I'm sorry it's taken me since January to do so - but here we go!

NPCs Finally Added, New Dialogue Font!

The mining prison is now teeming with characters you can interact with in the current build - their stories might continue on from here, or end tragically depending on how you handle these interactions. I also completely redesigned the dialogue font for better legibility while retaining the dark fantasy theme:

There is also a new KEYS section in the inventory to store mundane Iron Keys, Gold Keys, and unique quest keys and items:

Updated Controls, Tutorial Prompts and Sequence

The game FINALLY has a tutorial sequence with appropriate prompts (the prompts are purely optional and can be interacted whether you choose to or not) at the start of the game, leading up to the intro story bits:


There is now also a DEDICATED GRAB button for grabbing objects, pushing/pulling them, lifting and tossing them:


Tutorial prompts have been placed elsewhere in the game world where necessary, also:


GUI Madness, Mouse Support and Options

The user interface elements have all gotten an overhaul (visually and mechanically) and now have mostly functioning mouse support! In addition, you can now fully remap either a gamepad, or mouse and keyboard to play EXACTLY how you want to play!

Swapping between gamepad input and keyboard input will also be reflected now across ALL prompts, user interface elements, and HUD elements:

New


Essence, Level Up, Restore Point

You can now gain Essence Points from battle and spend them at designated restore points (or, for the lore junkies, "Essence Vessels"; artifacts left behind by ancient beings as they carved their way through the old world):

Spending Essence Points on your three primary stats (FAVOR is a liquid stat, which can also raise and lower depending on other actions) will increase your level, but also increase sub stats like knockback resistance and knockback power, dodge speed, allow you to equip more powerful gear, and lots of other things that we'll go over closer to release!

Vendor System and Gear Comparisons

You can now sell and buy things! FINALLY!


As is included in the vendor system, you can also compare potential weapons, shields and armor stats against your currently equipped gear to see whether you will gain any increases (or decreases) in things like damage output, resistance, armor hit points, and whether you have enough MIGHT or RESOLVE to use a piece of equipment:

New Music

Here's an assortment of new (and redone) music tracks that have made it into the game! These are mostly done, but still need an eventual final pass for EQ-ing and mixing/mastering:

Go HERE and scroll to "New Music" to listen!

New Site and Info

The game's main page has been updated with more information and story info!


... And MORE

There are many other improvements, additions and bug fixes in the latest build - to many to go into detail over, so here are the patch notes!

DreamHack Austin

I had the spur of the moment opportunity to bring the game to DreamHack in Austin over the weekend.


I was incredibly nervous and didn't quite know what to expect (and wasn't sure if we were going to make it), but the show went well! I got a LOT of good feedback, and PC Gamer came over and did a video interview and captured some game footage. Here are the videos if you fancy watching me be a sleep deprived idiot in front of a camera!

(the Youtube comments sections are especially hilarious)

Here is the article featured on PC Gamer also.

If you already activated your Steam key, the new build should automatically update in your Steam client!

After this update, builds will also differ between what's available via Steam and the other live demo locations:

GameJolt

IndieDB

Anyway, thanks for checking out the update! That's all for now - more to come soon!

-Matt

'Tis The Trailer!

'Tis The Trailer!

News 1 comment

New pre-launch trailer is now live! Direction, cinematography, visual FX - Christine Carstairs.

Seven Palette Army

Seven Palette Army

News 5 comments

Talking about new and palette swapped enemies, area and level tuning, and a bunch more!

I Have Something to Say!

I Have Something to Say!

News 2 comments

Update to dialogue and Quest systems. New quest, sub quest, and dialogue events added!

Super (re)Sized!

Super (re)Sized!

News 7 comments

Patch notes for 5.1.2. Bug fixes, issue fixes and more!

RSS Files
SAVAGE The Shard of Gosen Public Alpha 6.1.2

SAVAGE The Shard of Gosen Public Alpha 6.1.2

Demo 3 comments

2017.05.06 - Updated to a6.1.1 This build will be updated while the game is in alpha

SAVAGE: The Shard of Gosen alpha 4.5

SAVAGE: The Shard of Gosen alpha 4.5

Demo

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

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 0.4.2.3 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 46)
AvatarSCA
AvatarSCA

The new build looks awesome. It's really neat to see all of the extra story you're putty into it.

One question about the build though. I got to the part where all the villagers are mining and there is an iron door and gold door near by. Watching your playthrough it seemed like this was where I can talk to them and receive a pick axe. However for some reason I can't interact with anyone or with the doors even though I have iron keys.

Might just be a big on my system or perhaps I'm totally brain dead and am just missing something :)

Specs
Win10 Pro
Intel Core i7 920

Thanks!

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toborprime Creator
toborprime

Oh crap! Sorry for the late reply -- IndieDB doesn't alert me to new comments (every blue moon the notification system decides to work).

The NPC dialogue and interactions are coming in the next patch -- as of now they aren't implemented yet and you do not need the pickaxe to progress. If you go to the room immediately to the left of the slaves, one of the crates will contain an iron key that you can use to get into the iron key door.

From there, the rest of the demo is accessible.

Of course, you can always wait til the patch is deployed to engage in conversations, the new quests, etc.

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Egg_Jav
Egg_Jav

Looks awesome!

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toborprime Creator
toborprime

Thanks!

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Scrabbit
Scrabbit

Really good stuff so far! It's quite tough but really satisfying and it looks and controls brilliantly.

If you don't mind me saying though, the sound design and music style doesn't quite seem to fit. Visually, it looks like a Super Nintendo game and the chiptunes and simple synthesized sounds feel a bit out of place next to that kind of visual fidelity. The melodies and such are really cool, but I think they'd fit better played by orchestral instruments. Preferably using less realistic/cheaper sounding VSTs to capture that early 90s SNES sound. The walking sounds can be a bit loud as well, but it's an alpha so I'm guessing sound levels are really not a priority right now!

Just my two cents anyway, really looking forward to playing this in full!

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toborprime Creator
toborprime

Thanks Scrabbit! Yeah, I have yet to do a real audio pass on everything (those pesky footstep noises included) -- and the music will get a bit of a makeover as well. Won't be quite the synthesized midi-esque symphonic stuff of, say, the SNES, but it will sound more high fidelity than straight up NES chiptunes. The stuff in the game right now is mostly place holder.

This is all stuff on the todo list to be tackled once the game is nearly complete.

Thanks again!

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InaudibleSound
InaudibleSound

nice

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NotGamerButPlayer
NotGamerButPlayer

Hello
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.

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toborprime Creator
toborprime

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!

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TheUnbeholden
TheUnbeholden

Any plans on a early steam release?

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toborprime Creator
toborprime

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.

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LordofGilneas
LordofGilneas

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

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toborprime Creator
toborprime

Never!

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