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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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Happy Holidays, everyone!

Sorry for the lack of updates through November - I've been nose to the grindstone over here and sometimes it's hard to remember to come up for air. Before we get to the new stuff, let's talk about release since we're about to head into the new year.

To be frank, the game isn't finished yet, which is as big a downer for me as I'm sure it is for you. I was hoping to be close to wrapping the project up by this time, with mostly sound, music, and quality assurance work left and well underway. I'm not quite there, mostly because I feel that what I have isn't the game I want to play yet. When this game launches it needs to be well worth your time to play through! Sorry to be a bit of a broken record, and thanks so much for your patience and support!

On the other hand, what I do have is coming along great! Over the past year, I have essentially been building myself a toybox full of cool action figures and set pieces at my disposal. It's a relief (and very gratifying) to be able to pick and choose from an array of neat looking stuff and build out interesting little rooms and levels. I have learned that this is also one of the most challenging parts of the process - to produce interesting and playable levels that don't get boring, and keep the experience fresh from start to finish. The map maker and designer in me is having an absolute ball throwing all of this together, while the obnoxious art-coward in me is throwing a fit at the challenge. The map maker part is totally kicking the coward's butt, last I checked ;)

As a small example, here's what the old pre-alpha starting dungeon looked like:

And here it is again after a pass using some of the new art assets and props to populate the scene:

It feels a lot more alive and a bit more "real" (as real as a low resolution pixel art scene can feel, anyway, ha!).

So, New Stuff!

Here's a sampling of the new area, Blackfen, in the works:

An example of the new visual props I've cooked up:

New Boss!

This particular character has definitely been the most challenging to create thus far. He does a lot of things that I'm not used to - flying around, shooting magic, teleporting, etc... From a raw engineering perspective (and an art one), it's been a real battle trying to get it right - but I think I've finally nailed down something I am very satisfied with.

Here is a graphic representing his most basic finite-state machine loops (horrible graphics tablet handwriting and all!):

Some character fluff - because!

He was called Gizmotin - a sorcerer from from an ancient civilization who reached too far into esoteric wizardry, flinging his body across time and space into the Beyond, a realm composed of madness, nightmares and raw psychic energies. He has spent so long away from the physical plane that the sum of years comprising his absence are trivial. He has since re-materialized in the world of Lor where his body and mind are broken and in a constant state of flux. Bits and pieces of his ego phase in and out of reality, quadrants of his psyche are constantly fragmenting and reshuffling, existing in several places at once. His sojourn has made him alien, mad, and even more dangerous.

With him he brings things strange and vile; creatures that devour, break and bury anything not of their own.

My gif software doesn't like the game's framerate, so Gizmotin's teleporting animation looks strange hereMy gif software doesn't like the game's framerate, so Gizmotin's teleporting animation looks strange here Trailer Update!The super talented Christine Carstairs of Escaping Westlawn sent me some composite shots of the Savage "TV commercial" she's been working on - Behold!

To see the full update including a sample video, go here: Escapingwestlawn.com

Music! Go here to listen to some new tracks: Planettobor.com

So that's all for now - again, sorry for the delay everyone. I can't tell you how grateful I am for your patience and support - it means everything! It will be super worth it once your game ships!

The Happiest Holidays to you and yours!

-Matt

They (un)Live!

They (un)Live!

News 3 comments

Happy Halloween! To tie up this series of spooky inspired updates, I figured we'd end with an undead extravaganza! They're Back And loaded with all sorts...

More Spooky Monsters!

More Spooky Monsters!

News 1 comment

As promised, I've been finishing up some more creatures that'll fit right into your Halloween festivities! Bats and spiders have been added to the monster...

Gettin' STEAM(ed)!

Gettin' STEAM(ed)!

News 10 comments

The Steam store page is LIVE!Along with the store page, I threw together a teaser trailer showing off more of the game's combat and other systems. Work...

I Got Crabs (sorry)!

I Got Crabs (sorry)!

News 3 comments

Apologies for the radio silence through August! Long story short: a series of obnoxious and painful mouth problems culminated in the removal of my wisdom...

RSS feed Downloads
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 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...

Post comment Comments  (0 - 10 of 33)
LordofGilneas
LordofGilneas

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).

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Nembo
Nembo

Looks awesome! Keep it up.

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toborprime Creator
toborprime

Thanks very much!

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Silmarill_SK
Silmarill_SK

It looks really cool, gotta track it!

I see that the release date is TBD, but do you have any rough date when it will be released?

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toborprime Creator
toborprime

Thanks! I wish I had a good answer for ya, but I'm gonna have to go with the obnoxious "soon".

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LordofGilneas
LordofGilneas

I can wait... But not for too long toborprime.....

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Guest

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Guest
Guest

yesssssss savage <3 this game super hyped for the final product tobor you legend

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PRANGL3Yx
PRANGL3Yx

its me :)

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toborprime Creator
toborprime

lol, Hiya Prang XD

Reply Good karma+1 vote
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Savage: The Shard of Gosen
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