Foldrum is a fast-paced turn-based tactical RPG being developed for iOS and Android. Featuring one-hit-one-kill combat, customizable equipment builds, and a variety of map types and game modes, our goal is to combine intense and engaging combat, a setting inspired by medieval Eastern Europe, and a compelling story-driven campaign.
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Story:
Foldrum from a story perspective draws extensively from two major factors. The first is Russian medieval history. Though the world in Foldrum is different from ours it is heavily inspired by that era of time and makes parallels to events that took place then. At the soul of Foldrum is the idea of the medieval period from the average persons perspective. Not of a lord or king but of a mercenary or a villager who's voice in history is very often overshadowed.
After The Republic of Madev fell to the principality of Kos, the Kos goverment realized that the war had been far harsher than it hoped. The winter was coming and they were nearly out of food with two countries to feed now. Starvation seems inevitable in the brutal northern winter and major officials have no solution to this crisis but to hold tight to food stores and wait for spring.
In the midst of this crisis is Berislav, a mercenary contracted by a noble house in a neighboring more stable land to steal a Kosian artifact. If he succeeds he can live a carefree life as a noble away from a region that seems in free fall. However this theft does not go even remotely as planned due to the second factor.
Foldrum also has a Lovecraft flair to it in the form of the Foldrum. The artifact that Berislav is tasked to steal is in fact alive and terrifyingly powerful. It can project itself in the world as people and can speak directly with anyone who holds it, but those are some of it's weaker powers. It's most terrifying is it's ability to turn back time with seeming ease. Time for the Foldrum is a malleable form that can twist and change as it sees fit and sadly for poor Berislav, unlike the traditional uncaring Lovecraftian horrors the Foldrum seems to have an interest in playing with Berislav.
Gamplay:
Foldrum takes a unique approach to its gameplay because of the implementation of one major mechanic. One hit one kill. That means if you are hit once in Foldrum and there is no special case you die, and the same goes for the enemy. You are always alone in single player and you must find a way to use your environment, the abilities you have, your weapons and your movement to overcome those odds. Gameplay in Foldrum therefore is fast and brutal. One second you could be decimating enemies and the next you could be dead but at the same time one second you could be cornered and the next victorious. The coin in Foldrum has two sides.
Art:
The art for Foldrum will be done in a pixel graphics style. The actual substance of that style will be a faded feel to the art. Foldrum is not a super happy and fluffy game and deals with serious concepts so the art style will be trying to reflect that in the best way it can, giving the gameplay a grounded feel.
Sound:
The music for this game has been a hot topic for debate among me and the sound team. We really have two potential paths to go in our minds. One is that we will go with more traditional medieval music where we will have a handful of instruments that will score most of the soundtrack. The alternative is to take inspiration from the art and do a more chiptune driven soundtrack with a variety of instruments. I don't think it will end in a either or decision but more than likely a blend of the two. It's just a question of which side gets more of the pie.
So we are finally back from a long hiatus that was unexpected so we don't have as much done in this period of time that anyone on the team would have liked but we still have some cool stuff to show off.
The video glosses over a bunch of changes but what I wanted to describe the most was the new tile set since there is some interesting design that went into it.
Lets start off with the basic grassland tile:
It is similar to our original but what I think greatly improved is the sense of perspective. The previous grass tile was very similar but I don't think grasped the kind of 45 degree tilted angle we were going for in the design of the tile.
The next up is the Forest tile:
This is not similar at all to the original and I think that is a good thing. The tile is now way more detailed and looks far more bright which might seem bad first since that is not the same tone as the previous art of the game, but honestly as I have gone on with the development of Foldrum I have grown to dislike the darker art that I was bringing it into. Foldrum isn't really a scary game as much as it's a tragic one. You will be feeling more sad as you play rather than afraid. So I think this art style is more in line with that.
After the forest tile we have the swamp tile:
Ya the detail that this tile got was really impressive. We might end up having to tone it down a bit due to the need to blend with other tiles but I think for now this is a really nice template for what swamps will look like in Foldrum.
Next up is the mountain tile:
The mountain was changed from a rounded more gradual mountain to the sharp one you see now. Honestly I think fits more with the feel of the game's geography. I am definitely not saying our previous mountain was bad because I think it actually looked quiet lovely but I think this is the inevitable direction we were heading in no matter who we were working with.
Second last is the desert:
Now something you may not realize about deserts in the top down style is they are really #$%?ing hard. Kolda and I must have gone through 4 separate editions trying to find one that works. In the end we decided that this was probably the best option and to even it out with variation going forward. Honestly there is no easy way to do a 45 degree perspective style desert. Any other way just looks weird or broken, but hey if you can disprove me I would be happy to see it for totally not personal reasons of course.
Finally there is the tundra:
This was kind of a tough one as well because again it is so hard to describe a tundra of snow at the perspective we are working within pixel art. This might be the one that will change the most going forward but for now I think it works to give the tile a general flow to build off of later.
The last thing I am going to talk about is our disappearance recently. We had some personal stuff happen that kinda sent us into a tail spin and for basically two weeks we couldn't even work on the project. Regardless that should never happen again and going forward we are back to consistent updates.
So ya see you all again on the 20th of April... or the 21st/22nd, I am actually trying to make not terrible content now so I might want to do some quality assurance before release.
Some big changes are coming to the games development. Check out the details here.
The Demo is out! This is our first official build of Foldrum of hopefully many more. There are Windows and Android versions available for download as...
The demo is just around the corner and this is the last update before the demo goes live on December 22nd. Find out how the process is going in this update...
The first update for Foldrum after the demo announcement for December 22nd. Find out how the development of the demo is coming and if it's on target for...
This is the first demo release for Foldrum. We are going to update it as more and more on the game is done but I and the whole team think that this is...
This is the first demo release for Foldrum. We are going to update it as more and more on the game is done but I and the whole team think that this is...
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