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Introduction

Code of the Savage is a tale of vengeance and survival. After escaping a slave ship, you have found yourself in chains and washed ashore on the island Kingdom of Daneth. You must find your way in a brutal and unforgiving world where nothing is black and white.

Deep and disturbing quandaries underpin the driving force of the game.

Code of the Savage is a no-holds-barred classic western style RPG. Inspired by the greats from the 80-90’s with a modern flair. There is a strong emphasis on player freedom through social and moral interactions… Will you choose to fire bomb the brothel, the church… Or both? Will you do it for money, glory or just because?

I think a problem with many of today's RPGs is that they expect you to know and care about their lore and backstory before you even take your first steps. In Code of the Savage, you and the main character are totally new to Daneth. So I don't want you to know the lore and backstory straight away. I want you to discover these things on your own terms as you play the game and interact with its inhabitants.

I wanted to create a role playing game that brought me back to my gamer days as a child on the C64 and MS-DOS PC. There is just something lacking in today's RPG's that I miss. Tired of micro-transactions, and randomly generated worlds; I am creating a world that is hand crafted with purpose. Essentially, I am creating the game that I want to play.

I believe one of the most important aspects of an RPG is the characters you meet in the game. I have therefore placed a great emphasis on NPC interaction. Each NPC in Code of The Savage has their own story, their own character portrait and a daily schedule. They will, go about their daily lives, going to work, eating and sleeping.

Level up your character and adventure forth to discover the treasures, history, and people of Daneth.

Visit the official website to sign up to the mailing list - www.codeofthesavage.com

Press kit - www.codeofthesavage.com/press

Features

  • Open world - A large open, seamless, non-linear, hand-crafted world for you to explore. Including day and night cycles, and weather.
  • Exploration - Discover towns, cities, hidden caves and dungeons. Unravel the rich lore of Daneth.
  • NPCs with depth - Meet a rich cast of NPCs with a dynamic branching conversation system. NPCs remember your name and react differently depending on the situation.
  • Dark themes - I don't hold back on what some may consider offensive content. If you're easily offended, Code of The Savage is probably not for you... This is not a "slay the dragon" and "save the princess" RPG.
  • Player freedom - There are various ways to progress through the game, with no right or wrong answers. Morality in Code of The Savage is not black and white. You decide what's right, and you decide what's wrong.
  • Adventure - Battle giants, undead and other creatures, hunt to gather resources, or go on a murderous rampage, the choice is yours.
  • Combat - Fast-paced dynamic combat system which is a mix between turn based and real time. Combat encounters happen in real time, without loading to a separate combat screen.
  • Inventory - An intuitive and easy to use inventory system. Any equipment and armour the player is wearing shows on their avatar.
  • Controls - Smooth grid-based movement. Easy and intuitive mouse and keyboard controls.
  • Fun - A familiar old school RPG game mechanic. Cast spells, hack, slash, level up, upgrade gear and kick ass!










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Hello all!

Firstly, a new demo version 0.472 is available for download here.

Secondly... Wishlist the game on Steam

This will be the last gameplay update in a while. After this, I'm shifting gears and focusing on story elements. A lot of these and previous gameplay changes were necessary to move forward.

Baking bread

You can now harvest wheat, grind the grains into flour, draw water from a well, add water to flour to form dough and bake bread!


In-game objects

The world is now a more interactive. Almost any small object in the game can now be moved, put into your inventory or sold etc. They also now show at correct depths and are not limited by grid placement.

Previously these objects were just static background decorations.

Due to a lack of foresight on my part when I first started this game, I had to manually realign every single one of these items in the game...

Sprite facelifts

I've given some of the very early sprites a facelift. I think you will agree that is is a big improvement. I am particularly happy with the blacksmith grindstone. I remember creating the original sprite years ago... My thought process was something like "F*** it... that will do for now..."


I've also added a millstone for grinding wheat into flour.


World containers

Previously, adding items to containers in the world was a giant pain in the ass. I've now developed a way to add them easily. It doesn't effect the player experience, but makes things a lot easier for me. I've added some books in the bookcase in Test Town for your reading pleasure.

Changelog

  • Developed way for world containers to store items easily
  • Fixed alignment of item slot sprites in prep for the item changes
  • Anvils had a facelift
  • Fixed tree top depth
  • Changed all deco items to movable
  • Adjusted deco items collision masks
  • Empty buckets can now be filled with water via a well
  • Filled buckets can be thrown onto NPC
  • Filled bucket can be used on flour to make dough
  • Dough can be used on oven to make bread
  • Added well bucket lowering animation
  • Removed 16x16 grid item movement limitation
  • Removed deco item 16x16 depth limitation
  • Fixed deco item flickering depth issue
  • Added surface tops to furniture to place items on top of
  • Fixed deco item depth not showing correctly when next to other items
  • Added millstones
  • Added wheat bushel
  • Wheat can now be harvested
  • Added Harvest SFX
  • Added Millstone SFX
  • Added flour pile object
  • Stepping in poop now makes a sound
  • Facelift for ovens
  • Facelift for fireplace
  • Cutscenes added to save game data

Thanks everyone for your continued support!

~Geoff

Update: Cutscenes and demo

Update: Cutscenes and demo

News

A major update for Code of the Savage. Cutscenes have been implemented, and a new demo is available for download now.

Code of The Savage release date and trailer

Code of The Savage release date and trailer

News 1 comment

Code of The Savage developer Geoff Jones just released a new gameplay trailer and a launch date.

Alpha 0.460 Update and demo download

Alpha 0.460 Update and demo download

News

Code of The Savage RPG alpha 0.460 in now available. There has been improvements to several areas of the game, from the main menu, combat, magic system...

Demo download - Combat system update

Demo download - Combat system update

News 1 comment

Code of the Savages' combat system has been completely overhauled. The developer has made the demo public with a free download.

Comments
Hermittt
Hermittt

It's awesome. Keep it up!

Reply Good karma Bad karma+1 vote
Eman333 Creator
Eman333

I am in the middle of reworking the movement, So expect a new video in a week or so :)

Reply Good karma+1 vote
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Latest tweets from @codeofthesavage

The ancient stone doors to the now abandoned Temple of Leysar. #rpg #crpg #adventure #stone #mount #temple #ultimaT.co

Nov 24 2021

Giddyup... and... Wishlist on Steam @ Store.steampowered.com #rpg #crpg #adventure #horse #mount #ride #noteT.co

Nov 10 2021

Working on the quest log. No those aren't real quests. Wishlist on Steam @ Store.steampowered.com #rpg #crpgT.co

Nov 6 2021

The crate didn't arive... Wishlist on Steam @ Store.steampowered.com #rpg #crpg #adventure #dead #note #ultimaT.co

Oct 27 2021