After releasing Deity Quest and getting lots of feedback, one thing became blatantly clear - while the game was fun for a lot of people, a large number of people didn't understand the mechanics (and sometimes did very poorly and quit). Even those who eventually figured out the mechanics did so by trial and error, taking a long time before they could really get in to the game. From a very long list of feedback and requests, I have polished and tweaked Deity Quest to solve these problems, and finally released Deity Quest v1.1.5!
The main goal of this update was to add information where it was needed - things like the follower's current range (without having to look at skills and equipment), notifications explaining why a follower was not attacking, and a battle log that gives way more information than you probably need (but is still cool, and helpful if you are learning the game).
In addition to making the game clearer, I also added some new features that people had been asking for. There's now a mini-map so that you don't get lost (and can find that darn health fountain that you passed just a minute ago). I also added new items so that you don't have to go through 50 apples to heal your followers later in the game. There are now checkpoints that save your progress within a location, so if you lose the game or need to quit, you don't have to start the entire location over. There's also a second hotbar now so that so that you can quickly access more spells and items to support your followers during battle!
Whether you're a new player or not, this update greatly improves the game and answers a lot of questions that players have been having. If you already have the game, simply re-download it from the storefront you bought it from and make sure the game says v1.1.5 on the title page (if not, please send me a message). To transfer your save files over to the new version, simply copy the saves directory into the Deity Quest v1.1.5 folder (or use DQDB/Net to upload and download the saves). Note that areas you've already explored in the save will not change (no added checkpoints, etc).
Finally, I'm afraid to say that my public server went down (and it is unclear when it will be back up). However, you can still host servers and play LAN games by following this tutorial: Fancyfishgames.com (and trading still works too). I also added a crash logger thanks to @larsiusprime's Crash Dumper! If the game crashes, a logs folder will be created in the same directory where you extracted Deity Quest, and sending me those logs will make debugging much easier.
If you haven't picked up Deity Quest yet, you can get it in the Groupees Build a Greenlight Bundle! The bundle only includes the basic edition, but if you want the extended edition, you can get it on our website for $3 (usually $15) using the coupon code GROUPEES!
I hope you enjoy all the new features in this update, and please keep sending me feedback, as it really helps me improve the game!
Version 1.1.4 is here and better than ever! Now with a new battle mode which reduces the chaos of the 6 vs 6 battlefield, and more!
Some cool post-release updates, including how to set up your own server and beat Ryga!
Deity Quest is officially released today! You can now play the demo and buy the game!
The BETA is over, a new trailer is up and we're on Steam Greenlight!
The Deity Quest Demo for Mac OS/X. Includes parts one of eight of the full game.
The Deity Quest Demo for Linux. Includes parts one of eight of the full game.
The Deity Quest Demo for Windows. Includes parts one of eight of the full game.
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good !
Nice game, but the sprites look very similar to DC:SS...
We used modified versions of the DC:SS sprites in Deity Quest - the DC:SS sprites are released free and open source (CC0). This really helped jumpstart the project and fill out the many follower sprites needed. You can see a full list of open source art used in the credits or Licenses.txt file included in all builds.
I didn't have any problem beating ryga. Took me 2 turns to win. I trained most followers between level 12-15. So it was really easy Go deeper in dungeons to encounter stronger monsters( more exp) but don't get your follower to be stronger then you, then it will be useless and run away.
I love the music abd the character design!
Great game I love the demo
WoW! Great game dude
good work!
Thanks! Been working hard on the game, coming up with interesting twists and improvements, so I'm really hoping it will turn out great!
When Will It Be Available To Play ??
There will be a beta of part one in about a week - it may have bugs and balancing issues, but that will be the first time others will be able to play the game - let me know if you're interested in being a beta tester. Then, I hope to have part one complete by October 19th in time for IGF. As for the full game (8 parts total), that probably wont be complete until late this year.
well im interested in being a beta tester that would be awesome if i become one
The BETA ended with the submission to IGF, but if you want you can still play the BETA here: Fancyfishgames.com . I've updated the page with the latest version, and as it says on the website, my only condition for playing is that you send me feedback!
The Wild Bats Only Attack 3 Times Or Less.And The Battle System Is Too Slow You Could Fasten it like Making it a royal rumble Not Only The First Fighter And The Archers Kind of Game But Still Good Job On The Game play
Yeah, I agree that the bats should attack more. The reason they stop is because the enemy also has a limited amount of mana, but I can easily increase that. As for getting all of your followers to attack, I think I just need to explain what the followers are good for and what their range is. Archers, as you've noticed, have long range, and melee fighters can only attack if they are first, but there are also short and mid-range followers as well. Balancing the positions of your followers will make your team much more effective and faster at defeating enemies - I think I just have to in the follower info make this clearer.
You Should Consider Some Thing Like An Monster Auction Or A Safari Zone(Pokemon Reference) Day And Night System Different Monster types on Day And Night Monster Spawning Randomly on the map Moving Monsters And An Option To Speak to your monster
Thanks for the feedback - I'm definitely considering ways to change up the gameplay in later parts so it doesn't get too repetitive, and already have several ideas planned, but I may incorporate some of these as well!