DEAD IN VINLAND is a survival/management indie game with RPG and adventure elements, and is the sequel of DEAD IN BERMUDA.
Exiled on a faraway, unknown land, lead Eirik and his family on their quest to survive.
Manage their physical and mental health, explore the island, organize your camp and deal with other human beings. Some will help you, if you want, and some will be less docile…
Unveil the esoteric mysteries of Vinland. They could save your life… or lead you to your demise.
We started the big adventure with Dead In Bermuda. From the start, we wanted to build a world where all the games in the series would fit. If you played DiB, you may have noticed... Strange... Things. With no real explanations. More explanations will come in DiV, which is not a direct sequel but shares the same base gameplay and backstory.
Each game is totally independant, you won't miss a thing if you haven't played DiB, but in the end you'll learn in each game more about a common thread that ties everything together.
Gameplay-wise, while keeping the same basic original gameplay we developed in DiB, DiV is a major improvement in nearly all aspects: More characters, more stories, deeper survival mechanics, more crafts, more to explore, more replayability... And other surprises!
CCCP is a small french development studio. For a dozen years, we've kept on surviving by making educational games, but now we want to focus on making games that we'd like to play ourselves, especially MANAGEMENT and RPG games, with NARRATIVE elements. We want to make CHALLENGING and MEANINGFUL SOLO, PREMIUM games, where the player has to THINK and DISCOVER by himself.
Right now, we’re facing a very stong enemy: Drought is today’s weather in France… But like our survivors, that doesn’t mean we’re not working! And like our survivors, we’re craving for some rain! :(
The work on 1.2 and 1.3 Patches is advancing pretty well, we have almost finished developing all the features, and we are entering the playtest and localization phase. It will take some time, since we made some changes that can have some impact on the whole game’s balance, so we have to playtest in “real conditions” – aka dozen and dozen of hours – before making tweaks. But don’t worry, the 1.2 Patch is still coming this summer ;).
Today we’ll talk a bit about one of the new features in the free 1.2 patch that will be released at the same time as the DLC…
Random Traits for enemies stacks
As you may know, in the first version of the game there was some sort of day limit that triggered a game over event if the player was taking too long to finish the game. Initially, we needed that because we feared that after a while, there wouldn’t be enough content – and so no more reason to continue playing. But in the end, people were afraid of having this kind of time limit, and feared that they would have to “rush” things. This was not our intention at all, we think that the game should be enjoyed without any time constraint. So we removed this game over event, and tweaked a bit the end game content, so now (since the 1.02 patch) you can enjoy playing as long as you want.
We think that was a good decision, but because of that, the game lacks a bit of variety if you continue playing for a long, very long time… We are talking about more than 70 hours playthroughs, it doesn’t concern so many people if we look at the data, but still, we thought we should do something about what we considered to be an issue.
In the last 1.1 patch, we introduced some variability in the end-game stacks of enemies by adding random modifiers (Traits) to the battle characteristics of the enemies, like +2 HP, +10% To Hit, etc…
In the upcoming 1.2 patch, we have expanded this system and reworked all the stacks of enemies throughout the game by adding those modifiers to every single enemy in the game, meaning that every encounter will be unique.
You’ll for example end up sometimes with a “Quick Pillager” with a bonus to initiative, or a “Frail Archer” with lower HP, and another time an “Armored Pillager” and a “Precise Archer”.
The bonuses themselves are rather low, like +/- 5% to Hit, +1 HP, +2 Initiative… But when you reach endgame, we start stacking bonuses and throw some more powerful variations in the pool (like +2 max Damage, +1 Damage resist, +20% To Hit, …)
The only stat that we won’t touch is AP, because it would have too much of a big impact on the AI of the enemies, making them potentially acting “dumb”.
New ModifiersHere’s a list of the different basic modifiers we added:
The difficulty of our enemies stacks gets higher depending only on the number of days passed on the island (apart from the retaliation stacks, which are special, and that we boosted a lot), and so the random Traits that enemies can get are growing accordingly: at first, they’ll have only flaws, making the start of the game a bit easier, but soon they will start to gain increasingly good Traits, and even 2 or 3 good bonus Traits!
Enemy traits you’ll meet at the start of the game
This will make battles a whole lot more challenging, but since it was an area of the game that towards mid-game was getting easier and easier we thought we could add a bit more spice here ;)
Now the enemies evolve like your characters, so you’ll have to carefully plan ahead and make sure to have some combat specialists in your team! (that should be easier now with the rework of the level ups, see the 1.1 patch changelog for more details)
We’ll still have to playtest the balancing of this system to see if we didn’t made the game TOO challenging… but we feel it will provide a good challenge for hardcore players, as well as some more variety for new players.
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Survival is not over! In the upcoming months, we're going to release (at least) 3 DLCs for Dead In Vinland, and here's our roadmap!
Dead In Vinland 1.1 Patch is available! DIalogue skips, inventory filters, level up rerolls, a new RNG, and many others things are in it!
Now that Dead In Vinland is released, we can talk about what's next: the first major patch!
After almost two years of work, that's it! Dead In Vinland is finally available on Steam!!
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