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Alaloth - Development Journey

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 24, 2024.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]News about the development of Alaloth: Champions of The Four Kingdoms:

    [​IMG]

    Here's everything you need to know about the journey!

    Hello Champions!

    Over the coming weeks, we'll be providing details on what to expect from the full release. But for now, we want to take a moment to reflect on the incredible journey we've been on since the game first entered Early Access, allowing new players and people willing to jump in after the recent announcement, to have all the info needed about what we did during the development Let's take a step back to Spring 2022. It was a pivotal moment for us. After some challenging months dealing with some of the worst people on the planet, we were finally able to regain full control of Alaloth. This was a critical turning point, allowing us to refocus on our original vision and reconnect with you, our passionate players. It wasn't easy, but it marked the beginning of a new chapter. That renewed sense of freedom and ownership fueled the updates that followed. In this topic, we'll list each Major Update, highlighting the changes, improvements, and community-driven feedback that have helped shape the game into what it is today. With each new release, we learned, grew, and adapted, always striving to deliver a better experience.

    TRYING TO CREATE A UNIQUE CONCEPT FOR A NICHE

    Explaining what Alaloth is has always been one of the hardest parts of the job. We knew we were aiming at two different audiences within a genre that has its own niches. The idea was simple: bring 3D mechanics from modern action RPGs into an old-school isometric view, with world-building inspired by great classics like Infinity Engine games and cool stuff from the '90s. We had issues with the claim that the game is ideally somewhere between Baldur's Gate and Dark Souls, but still, this was the most common takeaway from user and press reviews. However, being 'in between' never meant being either Baldur's Gate or Dark Souls. It means creating a unique experience, heavily inspired by BG in terms of world-building, lore, isometric view, and mood, while drawing from modern souls-like games for hard-to-master, skill-based combat. This is what we originally envisioned and pitched!

    [...]
     
    Last edited by a moderator: Sep 24, 2024
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