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The original inspiration comes from classic Hack ‘n' Slash sidescrollers, adventure games, isometric ARPGs as well as text-based multiplayer RPGs (MUDs – Multi User Dungeons).
Obviously the influence of the MMORPG genre, itself originally derived from MUDs, is undeniable. But where the focus in MMORPGs has historically been on massive game worlds with tens of thousands of players the ambition is to have smaller server populations and focus on being true to the ARPG as well as the MUD heritage.
This means that in contrast to most current ARPGs much of the world is shared. Some locations will be instanced to provide for an immersive experience for solo-players as well as small groups.
In contrast to most MMOs this is in fact an Action RPG. Everything is done in actual game space and in real time. This means no tab-targeting, and as a player you may sidestep an incoming attack – if you can. Basically there will be no homing missiles – except for actual homing missiles…
Earlier this year I put Treacherous Journeys on Steam, and although it's still early Pre-Alpha, I decided to have an open play test.
Timed it to start just after the conclusion of Steam Next Fest, but unfortunately this coincided with Summer Sales, so store page impressions dropped to almost nothing.
The playtest is still up, and everyone is invited :)
The game now features 3 proper classes, Brawler, Savant and Pathfinder. Masteries are also planned but will be revealed later.
Sign up for the playtest here - don't forget to wishlist!
New trailer, features, screenshots. Return to IndieDB.
I know I haven't posted a devlog in here for quite a while, but that doesn't mean things haven't been moving with Treacherous Journeys.The UI has been...
State of the game, inviting players, random ramblings.