Siege of Inaolia is a 3rd Person, Co-op, Hack and Slash with Light RPG elements intertwined with an all encompassing lore.
It follows the tale of Duncan, Draeldos and Esaya as they find themselves trapped within the ancient fortress city of Inaolia and are forced to stand together against unthinkable odds.
To face off against, both with their own strengths, weaknesses and visual style.
That in the darkness binds every detail and gives players a reason to invest in the story.
Function as bite sized areas where players can fight endlessly to rack up their scores for bragging rights on leaderboards.
Each with their own unique playstyle that can further be fine tuned through skill trees.
One of the Top 100 Nominated for Upcoming Indie of The Year 2012 on IndieDB.
Yes! Siege of Inaolia has been Greenlit, thanks to support from our fans we're able to take the next step forward with our game, we've been hard at work polishing out as many bugs and improving our current content to ensure a release that should hopefully be worth the title of 'Early Access'.
We're aware that our current version of 'The Emerald Reach' is quite optimized however bare with us as we slowly improve it.
Here's Matt with a video, thanking our community and going into small detail about our future plans.
We've been adding more dynamic elements into the levels, pushing away from the static playgrounds into something that has a bit more kick, we've been adding aesthetic elements such as flags, fish and birds and we're currently working on fleshing out the dialogue for the narrative elements of The Azure Caverns.
With our Kickstarter drawing ever closer we've been thinking about our future plans, currently as is we could create a very compelling story featuring Duncan's travels towards Inaolia as our campaign, this would allow us to flesh him out as a character a bit more and allow us to finish a short, compelling game that serves as a prequel to our next game which would be the eventual union of the trio. Or we could go down the other path and truly go all out with development however that leads us to vying in a market that's soon to be saturated with next gen games while ours is current(will be last gen per say). However which path we take remains to be seen, we'd like feedback on what the community thinks as to what could possibly be the right path. Sound off below in the comment section!
You can support us by purchasing our Alpha on Desura or GamersGate!
Alpha 5 boasts the release of our new Arena, The Emerald Reach, as well as additional features such as intro videos and minor fixes.
We've been gone for far too long! Pepping for our the unveil of our new melee system has been taxing and we're still not ready to show off yet however...
We unfortunately missed January's post however we're hoping to make up for it in this one, we've got brand new content to show off including a bundle...
Continuing from where we left off, we've got a video showcasing our accomplishments this year compared to last and more!
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Siege of Inaolia looks dead or on hold. Been several years...
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this looks badass!
will you make a fourth hero for coop?
The entire premise of the game is balanced around 3 characters.
We also like the fact that 3 player co-op allows for either strong individual play or stronger group play, I like the fact that its not another game of 4 player co-op which basically means that people split up into two groups of two.
I promise you wont be disappointed with the 3 player co-op.
well, i dont expect to be dissapointed, its just that from what i know people that play coop are usually a group of four or more.
imo , for me its usually a group of 2.
2 would still be fine, the third hero can always be taken over by the AI.
Taken over by AI you say? I'll be watching this then!
Yeah, to be honest it's just a massive sea of four player co-op which eventually leads people to just split off into groups of two.
We've designed the game to revolve around 3 player co-op therefore you can expect something refreshing for sure!
did you ever stop to think WHY there are so many 4 player co op games?
rather than just throwing good game design out the window because you want to appear different.
We're not doing this just to be different, we have specific plans for our three player co-op.
It gels with what we have in mind. I'm sorry if you thought we were trying to jump aboard some train that wants to be 'different' when the fact is that we're making three player co-op because we enjoy the concept of a three player game.