Explore the world, beat enemies and collect their skills, manipulate your environment, upgrade your base, unlock more heroes, mine gems & ores, craft weapons, raise plants and animals and use the produced goods to cook, then feed your heroes to temporary increase their strength, or simply get wasted and start a good old bar brawl.
Build cities, raise armies, and lead them into battle.
> Playlist with videos of all Features here <
The year is 255 AS.
It's now been slightly over two and a half centuries, since humanity suffered its greatest downfall, the Searing, brought about by Terra's own Defence Sattelites, that got taken over by Providence after a series of coordinated attacks.
Civilization is slowly building up again, but is nowhere near its previous heights.
The technological progress, held back by Providence, seems stuck in a medieval state.
This story follows the adventures of an initially small band of slightly wayward people, as they set out to recover an artifact, possibly containing secret millitary codes with the capacity to retake the hijacked satellites. However, the artifact in question got stolen from a merchant, by a bunch of mercenaries turned highwayman, and they likely won't give it up peacefully.
Where will their travels lead them?
What dangers will they have to face?
What obstacles to overcome?
What foes to vanquish?
There is only one way to find out.
Terra was once home to a space faring civilization,
though not advanced enough to traverse the distance to the next solar system.
They spread out to the various planets and build Foundations.
These large space stations where created as footholds
for exploration and, in some cases,
preparation for later Terra-forming and settlement.
All this changed instantly,
when an until then little known sect managed,
to simultaneously release poison gas
into the Foundations life support systems
and turn Terra's Planetary Defense Satellites against itself.
The following cataclysm would later be known as the Searing,
or, as proclaimed by Providence, the wrath of god.
The split realm.
Torn apart after the death of its former king, this country was split into factions, loyal to the various successors, and plunged into a 30 year war.
After the dust settled, the leaders of the 3 biggest mercenary armies divided the conquered lands amongst themselves, though the newly formed borders remain contested until this day.
The lone island.
Home to proud and xenophobic clans of warriors. Rule over this isolated island is constantly shifting from warlord to warlord, the only constants being war and the presence of Providence.
Land of love.
A rather small and unimportant kingdom, who's only claim to fame seems to be the unconquerable libido of its ruler and his never ending love affairs, which, more often then not, threaten this otherwise peaceful land.
The artists of war.
If you want peace, prepare for war, and prepared they have.
Nowhere in all of Terra will you find a more skilled bunch of warriors.
Every male child is trained in the art of war beginning at his sixth birthday.
The main export of this country are skilled mercenaries, which fought and won in every mentionable battle for the last century. With all this in mind, it might come as a surprise that Ira hasn't expanded at all, since its founding, and has never fought a war on its own territory. Just as they say, if you want peace, prepare for war.
Land of merchants.
This country lies in the center of Terra's main continent, bordering every other country except Superbia, making it the ideal place for trade among all nations.
It's said that its king would sell his own country – for the right price that is.
The great desert.
A hungry country with little arable land, who's leader is known for his opulent banquets and not much else.
The sleeping giant.
A land which has seen better days, but still harbors the potential to rule the world.
Seat of the holy city, headquarter of Providence.
The cursed island.
There is a legend of an island chain east of Superbia, however, no one who ever went there has returned alive.
Intro and Post Endgame:
These parts are connected through optional space shooter sections told from the view of Vaelen, Sophias father.
1. The RPG parts are seen from the point of view of Sophia, Lunaris & Shango and 1-3 additional characters depending on the current Map/Quest. The battles are fought in a semi real time battle system. Skills are mainly inspired by Guild Wars 1 and elements from Pokemon.
Every second there are X ticks, though you can stop the clock to input commands. Every skill takes some ticks to execute and its execution can be interrupted.
Maps contain obstacles that can be manipulated through Field Skills (think Pokemon HMs or Golden Suns Psynergy)
2. The headquarters of the main characters, the Mundburg, is seen from the view of Broseph Iroth, the butler.
This part of the game is mainly inspired by harvest moon.
You grow plants in the greenhouse, raise animals in the barn, cook using the resulting ingredients and feed the meals to the heroes to gain "charges" that can be used in battle.
You can also observe the daily routine of the heroes and interact with them.
3. The town building and conquest parts use the heroes as generals and grant different boni to units.
You build and grow cities to gain resources and raise an army to conquer enemy cities, to unlock new playable areas, or progress through the main story.
The Mundburg serves as your base of operation, it starts out as a run down fortress at the edges of Invidia and is restored partially in the beginning of the game. It can be expanded during the game with rooms such as a library, sickroom, bar, or bath. Different events/cutscenes occour between your playable characters and can unlock new quests among other things.
This game is a recreation/imagination of a VXAce Game of the same name, which unfortunately never made it into demo state. I'll try to put out demos as soon as the first main systems are done. (This would currently mean the battle system and maybe the Greenhouse, Barn and Crafting. Fieldskills, Brawl, Spaceshooter, Warfare and Townbuilding are planed to be added later on, or dropped if necessary.)