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Roadwarden is an an illustrated text-based RPG in which you explore and change a hostile, grim realm.

Main Features:

  • Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore.
  • Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests.
  • Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality.
  • Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm.
  • Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds.


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Frequently Asked Questions

Q: I can’t figure out what is this game’s genre.

A: Me neither. ; ) It has a lot of conversations and items to use, like an adventure game, and focuses strongly on the player’s character, so it’s like an RPG. An RPG with very small amount of combat, if this makes any sense. However, it also has a lot of narration and text in general, so it’s like a Visual Novel as well. And it has some gamebook-like branching scenes and invites the player to solve some puzzles by writing, so it has a pinch of an old school text adventure game...

Feel free to send me some ideas how to call this RPG/Visual Novel/text adventure hybrid. For now, you can say it’s an interactive fiction that tries to do some crazy stuff.

Q: Some things that I saw so far could look or be written better.

A: Please send me your feedback! The game is still in an early stage of development. I’m going to experiment, explore some new mechanics, remove some scenes that won’t turn out as great as I want them to be... I’m more than happy to see your criticism!

Q: Is this set in the same fantasy setting as Tales From Windy Meadow or The Tavern?

A: It sure is! Though the Roadwarden isn’t completely faithful to the previous games. The Viaticum setting was refreshed in many ways, but the general spirit of constant threat presented by nature is still very much in here.

Q: How long is this game?

A: I’m currently aiming at 10+ hours, but it strongly depends on how fast can you read and in how many quests are you going to involve your character. Just remember that the traveling in Roadwarden is very fast, so you won’t pointlessly walk around or fetch items from one part of the map to another. All things are played quickly, with no grind to deal with.

Q: Are you going to support languages other than English?

A: Only if the game becomes a large success.

Q: What about platforms other than Windows / Linux?

A: If the game turns out to be a success, I’ll be happy to work on some mobile ports.

Q: When can I expect the release?

A: Not sooner than Q1 of 2020.

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Since Roadwarden is set in a semi-open world, its story is not linear and not divided into “chapters” per se. However, I do like to think that the development process is, indeed, divided into episodes - chunks of the world that include a significant part of the content.

The first “chapter” was involving all the areas presented in the tutorial, while the chapter I’m working on for the last couple of weeks includes the south-western part of the map, from Clean Spear tavern to the edge of the swamps. However, the development is not fully focused on writing new dialogues and quests. There are many details related to the interface and general design issues that require additional effort, and while it would be nice to completely invest time in drawing and writing, it’s crucial to fix every issue as soon as possible, before they roll over me like a boulder.

1. No more backing

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From now on, there’s no “back” button and no option to just “roll back” your dialogue to change the decisions you’ve made. While it’s arguably less convenient, it’s meant to support the feeling of tension and support role-playing, without being constantly focused on making the most “optimal” decision. I hope to encourage players to go with the flow.

Still, the saving / loading spam is a completely valid option, so if you prefer to keep pressing F5s and F8s, it’s up to you.

2. New shopping screen

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It took me quite some time, but here we are - the shopping screen was redesigned, rewritten and now presents all the required information much quicker. You can “open” the shop screen with the new “Trade” button in the quick menu, what makes it much more intuitive. And, of course, this functionality can be used in different ways as well.

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3. The new journal

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It took a lot of effort, but I think it’s a time well spent. From now on, the journal can have subsections, and first one of these subsections is going to store the information gathered about various NPCs. Even if you don’t need such notes, it’s important to have all the characters stored in one place - after all, names used in this setting are a bit unusual, and sometimes you have to type them.

4. New inventory screen

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From now on, the inventory screen is going to have subsections. While for most of the time you’re still going to be able to see everything you own at once, it will be less messy. The amount of these subsections and how will they be named may still change, but it’s a start.

5. Combat

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I saw many questions related to combat - how does it look? What does it involve? While there’s not that many fighting presented in the game, it doesn’t really involve a special interface or a completely different style of gameplay. Here you can see an example of a small encounter. It’s still related to your decisions: do you prefer to protect yourself, or to keep the NPC in one piece? And yes, you’ve already had a chance to spend some time with and decide if you like him.

While you can’t “lose the game” during this encounter, its ending may vary, and you can increase your success in some minor or major ways. If you use the “warrior” character class, it’s easier for you to win, and you can also keep yourself safer by, for example, giving the NPC a better weapon. All of it, however, uses the same “style” of interactions.

6. A lot of new things : )

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But honestly, I’ve made such a huge progress recently. <3 I could drop here dozens of bits of dialogues, quests, items and things that are just plain weird but fun, but it would be pointless. Describing all of them would take a lot of time without explaining much, so I’ll just leave some new fun things here for you to see. In general - I believe the game’s content is now tripled since the demo was released.

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Working on the more “general” issues is still not over, but for some time I’ll be able to focus more on writing and drawing. A lot of good things are on the horizon - it looks like Roadwarden may have found a publisher after all. While the game’s release is still a part of the distant future, there’s already a date in my mind. I probably shouldn’t share it yet.

Thank you for taking a look at this devlog, for your support and kindness. Remember, you can also find me on Twitter and Facebook. Have a great week!

Banging My Head Against A Brick Wall - Roadwarden Devlog

Banging My Head Against A Brick Wall - Roadwarden Devlog

News

New graphics, new dialogues, new areas... New plans! It was a busy week, but a very fruitful one as well.

Writing dialogues for the Clean Spear tavern - Roadwarden Devlog

Writing dialogues for the Clean Spear tavern - Roadwarden Devlog

News

When the game’s tutorial ends, the PC approaches a crossroad. The western road leads is more “tamed”, focused on interacting with people, participating...

Waking up with a head full of ideas - Roadwarden Devlog

Waking up with a head full of ideas - Roadwarden Devlog

News

This devlog is about the new features and experiments that allow me to communicate information in the game more efficiently.

What I’m looking for - Roadwarden Devlog

What I’m looking for - Roadwarden Devlog

News

You’ve become a roadwarden. You keep moving between isolated points of light - taverns, hamlets, shelters. You deliver messages, look for missing people...

RSS Files
Roadwarden DEMO (0.3, Mac)

Roadwarden DEMO (0.3, Mac)

Demo

Roadwarden is an an illustrated text-based RPG in which you explore and change a hostile, grim realm. This is the second public version of the game's...

Roadwarden DEMO (0.3, PC)

Roadwarden DEMO (0.3, PC)

Demo

Roadwarden is an an illustrated text-based RPG in which you explore and change a hostile, grim realm. This is the second public version of the game's...

Roadwarden DEMO (0.25, PC)

Roadwarden DEMO (0.25, PC)

Demo

Roadwarden is an interactive fiction in which you explore and change a hostile, grim realm.

Comments
LunarShuriken
LunarShuriken

Looks cool!

Reply Good karma Bad karma+2 votes
MoralAnxietyStudio Creator
MoralAnxietyStudio

Cheers, I'm glad you like it!

Reply Good karma+2 votes
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Roadwarden
Platforms
Windows, Mac, Linux
Engine
Ren'py
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Style
Genre
Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @moralanxiety

RT @MoralAnxiety: What a week that was. Though I really can’t wait to start writing new dialogues, I have so many new ideas! : D… T.co

3hours ago

What a week that was. Though I really can’t wait to start writing new dialogues, I have so many new ideas! : D… T.co

9hours ago

OK, this is way better. I'm surprised there was actually an option to make a #pixelart straw roof with this palette… T.co

Oct 18 2019

RT @MoralAnxiety: My #pixelart progress since February. I'm glad to see that such a long path is already behind me, and I'm thankful… T.co

Oct 17 2019

My #pixelart progress since February. I'm glad to see that such a long path is already behind me, and I'm thankful… T.co

Oct 17 2019

It's #indiedevhour, and I'm still sick. Too sick to write new dialogues, but thankfully not enough to stop working… T.co

Oct 16 2019

Spectacular. T.co

Oct 16 2019

Nobody in the entire world: Me: Oh my gods my old artwork doesn't match the style of the newer pictures and EVERYO… T.co

Oct 14 2019

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