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You awaken to the dawn of a new world.

It's streams are clean, the forests lush and the local wildlife is hungry.

You're cold and in need of shelter as you hear other voices on the wind. You are not alone.

Your quest: Establish civilization and secure their safety in this new world.






Features

  • Turn-based Combat
  • Build a village the way you want it
  • Craftable Armor and Weapons
  • Random Events
  • Procedurally generated dungeon (accessible via Cave) with 10 levels
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v2.1.3.2

News

- Fixed another bug with the dungeon menu... specifically the "Enter Dungeon" option
- Fixed a bug with the Heal spell
- Fixed a game-crashing bug with trying to interact off the edge of the map

v2.1.2.9

v2.1.2.9

News

v2.1.2.9 finally brings volume controls to Your Quest!

v2.1.2.7

v2.1.2.7

News

v2.1.2.7 fixes some bugs that were brought to my attention...

v2.1.2.2 Hotfix

v2.1.2.2 Hotfix

News

v2.1.2.2 fixes a bug and adds a couple feature requests...

v2.1.2.1 Hotfix

v2.1.2.1 Hotfix

News

v2.1.2.1 fixes some bugs that were brought to my attention...

Post comment Comments  (0 - 10 of 20)
Oblivionburn Creator
Oblivionburn

Your Quest is now available for purchase on itch.io (it's like Steam for indie games)!

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Oblivionburn Creator
Oblivionburn

Scratch that last comment... the game is highly moddable now \o/

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Oblivionburn Creator
Oblivionburn

For all you artists and modders out there:

I opened up a "Mods" board on the forum (with boards for posting mods) and included a short tutorial on how to mod the graphics of Your Quest. It only seems like the graphics are moddable at the moment (couldn't find a program to successfully extract the xnb audio files), but I plan to add more mod support later down the road for stuff like adding new buildings, jobs, decorations, etc.

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Oblivionburn Creator
Oblivionburn

Just thought I'd give you guys a heads-up about the fields added in v1.2:

They work a tiny bit differently from most 'buildings' that provide jobs, such that you can only assign 1 Farmer per field. On the plus-side, fields cost absolutely nothing to make (with the exception of time), so you can invest a bit of time to make fields while waiting for Wood or whatever to accumulate. The other slight hitch with fields, is that you'll also need to interact with it after it's built to assign the crop to be grown there. The main reason for this is that I have the framework already in place for adding more crops later on and for changing which crop each field is growing when there'll be more to choose from.

p.s. There's no graphics for the crops growing, yet, but that'll be coming soon...

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Oblivionburn Creator
Oblivionburn

To get the best understanding of this game, check out A Dark Room (http://adarkroom.doublespeakgames.com/)... it's what inspired me to make this.

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duncansadventure
duncansadventure

Can't wait to see more.
1 thing though try make the start a little more intrusting.
(also if you upgrade your 2nd house it can bedone when you have 50 stone but it will still take 100. This goes on for the rest of the upgrades too)

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Oblivionburn Creator
Oblivionburn

Do you have any suggestions on how to make the start more interesting?

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duncansadventure
duncansadventure

Well since you have to build a city it sounds logical to feed your villagers and yourself.
So what you can add are things like berry buches or apple trees and later wheat fields so you can make bread or a steak sandwich with the meat you get from animals. and ofcourse you need water.
It makes the start a little harder and not all about chopping wood.
And than you can add buildings like waterwells,farms,bakery and add people that make it for you and your villagers.
That adds a little to the stratagy of the game so you cant let them all chop wood and sit there AFK for half an hour and have inf wood.

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Oblivionburn Creator
Oblivionburn

To get the best understanding of this game, check out A Dark Room (http://adarkroom.doublespeakgames.com/)... it's what inspired me to make this.

Reply Good karma+2 votes
Oblivionburn Creator
Oblivionburn

Those are some great ideas! I will definitely consider implementing a system to create bread using wheat fields and a bakery.

However, the need to feed yourself or the villagers is currently not a necessity in the game and I would like to avoid turning this into just another city/town/village simulation or a survival simulation. The game is really neither of those, but has minor aspects of them. The current village building in the game is only meant to be a stepping stone to getting the items/equipment to survive going deeper into the dungeon, which is why the 'Cooked Meat' is really just an equivalent to a health potion and why you don't see little villagers running around doing stuff.

Unfortunately, adding more to the village building would also not detract from needing to chop wood at the start of the game, or remove the option of dedicating all the villagers to just chopping wood for a bit. I have been thinking about adding random events, though, which might make things a little more interesting should you choose to try and be doing nothing while your villagers gather wood :)

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duncansadventure
duncansadventure

I see, Having random events sounds cool. Do you have any in mind?

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Oblivionburn Creator
Oblivionburn

I was thinking random chances of gaining/losing resources, but then I'm not sure how fun that would actually turn out to be lol So, it'll probably be something like 'bandit raids' where some NPCs try to reach the village and steal resources (unless you can kill them before they reach the village), or creatures coming out of the dungeon to attack the village and potentially losing population. Simple stuff to just keep you on your toes.

My wife also made a suggestion for adding in a friendly NPC that you can receive short/simple quests from as an alternative means to gaining Experience and to have a bit more to do in the game... so I'll probably also be doing that at some point. Just not sure how to work it in, yet.

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duncansadventure
duncansadventure

The bandits and creatures idea sounds cool what you can also add are defensive troeps that way the change of losing resources is lower.
And the idea of friendly npcs is cool too. Maybe you can add adventurers that give you the quests and stay at your village for 2 days so there is a time limit (An idea for a other random event).
And maybe a traveling merchant so you can trade for example 50 wood for 50 stone.

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Oblivionburn Creator
Oblivionburn

You're just full of awesome ideas, duncan! I'm definitely gonna add all that stuff in with the random event generator after the game hits 1.0 :D

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duncansadventure
duncansadventure

Thnx :) I wanna learn how to make games as well at some point. I was looking at a online study for GML, I found one and plan on starting that by next month.
If you need any more idea's i'll gladly help.
I also have a youtube channel so when 1.0 hits ill be sure to make a video of the game to help you out.

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Oblivionburn Creator
Oblivionburn

A video for v1.0 would definitely be a huge help! You should send me the link to it when you're done :)

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duncansadventure
duncansadventure

Might take a bit since i get my money on the first of may -.-

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duncansadventure
duncansadventure

I sure will :)

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duncansadventure
duncansadventure

Well since you have to build a city it sounds logical to feed your villagers and yourself.
So what you can add are things like berry buches or apple trees and later wheat fields so you can make bread or a steak sandwich with the meat you get from animals. and ofcourse you need water.
It makes the start a little harder and not all about chopping wood.
And than you can add buildings like waterwells,farms,bakery and add people that make it for you and your villagers.
That adds a little to the stratagy of the game so you cant let them all chop wood and sit there AFK for half an hour and have inf wood.

Reply Good karma Bad karma+2 votes
Oblivionburn Creator
Oblivionburn

Oops! Thanks for pointing that out :) I'll have it fixed in a 9.1 Hotfix

Reply Good karma+2 votes
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