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Return to the land of Solest and guide a new group of heroes through the most shocking, devastating event in that world's history. Hundreds of years before the events of Master of the Wind, a fiery cataclysm ravages the world and leaves it nearly unrecognizable. Was it a natural disaster? Powerful magic? An act of the gods? Nobody knows, but those who survive must come to terms with a world remade.

In the midst of a pilgrimage to an ancient church which is sacred to the followers of the god Arcadius, a kobold named Rustek sees even more meaning in his journey after the Rain of Fire. In the chaos of that day, Rustek meets a young dark mage named Taraja. She is different from him in every way - age, race and religious loyalties. However, they will stick together and recruit a party of wandering loners who had their lives upended by the cataclysm. As the chaos subsides, a new and bizarre threat to Solest surfaces and the party realizes that the end of the old world could lead to a promising new one.

World Remade features an eclectic cast of characters (only two playable characters are human) with a wide range of abilities. These abilities will be showcased in an intricate battle system far removed from anything in our previous work. The post-apocalyptic storyline will be perfectly comprehensible for those new to Solest, but those who know the lore of Master of the Wind will see some familiar faces...although not the way they may expect!

Latest Blog

Story vs Combat Mode

After all the feedback I've gotten regarding the first release of World Remade, I've decided going forward to implement 2 modes. Instead of calling them Easy or Normal I'm going to go with the more recent approach and refer to them as "Story Mode" and "Combat Mode". Both are pretty self explanatory but I'll detail them quick.

Story Mode - Narrative focused. Features less encounters and weaker enemies.
Combat Mode - Gameplay focused. More encounters and stronger enemies.

In general I am going to review the balance of the first release since there have been a lot of criticisms about the encounters taking too long (monster HP too high) and there being too many encounters despite most of them being optional. But I think introducing the 2 modes should open the games up to more players. I know a lot of MotW fans enjoyed the story but were having difficulties with certain sections; mostly puzzles which are more or less optional in WR.

Also a change like this is pretty minor from a design perspective since combat mode will be the default mode and I just need to dial everything back for story mode.

What do you guys think? Should I frame the modes differently? Are there additional modes you'd like to see?

Posts

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author=Beldarius
So guys, um... is this game really just on hiatus or have you given up on it? Just kind of curious since it's been 2-3 years since the latest update.

I would love to work more on this, but here's the problem we run into. This game started as an IGMC entry and so we gathered some of our friends together, and paid almost all of them except one who declined compensation, to try and make it as well-rounded as we could. The only other game we've made that was this heavy on custom-made art and other resources is Labyrinthine Dreams and that was only meant to be an hour long.

We just didn't have the means to maintain the level of quality we had established in the first part and the fact that people didn't really seem to be too into it didn't help. I hope the story will re-emerge in some form in the future, though that will look like is unclear to me.
author=Volrath
We just didn't have the means to maintain the level of quality we had established in the first part and the fact that people didn't really seem to be too into it didn't help. I hope the story will re-emerge in some form in the future, though that will look like is unclear to me.

This isn't really the reason work on the game was discontinued. For me it was a combination of my poor health and also not being happy with the direction the game was going in. There's actually a huge chunk of unreleased content, including an almost completely finished dungeon and new enemies and cutscenes. Maybe someday we'll package it together for people that are interested but it's challenging because there were a lot of unfinished scripts and I'd need to string together the content into something playable.

I haven't been too public about it but my bad health has been preventing me from taking on creative projects the last few years. Perhaps I'll share more about it someday. I think it's pretty safe to say that this incarnation of the game is dead though. Maybe it will return in a different form.

@Beldarius Thanks for being a supporter of ours all these years btw :)
NeverSilent
Got any Dexreth amulets?
6110
What a shame. I can't say it's been entirely unexpected, but knowing how much work, time and money you guys invested in this project, I'm still sad to see it go.

I'm also very sorry to hear you've been struggling with your health so much. I was only partially aware of this. But even though I miss seeing your combined creative work during the last few years, your well-being is ultimately much more important. Please take good care of yourself.
author=NeverSilent
What a shame. I can't say it's been entirely unexpected, but knowing how much work, time and money you guys invested in this project, I'm still sad to see it go.

It was still a fun project to work on at the time so I don't regret it. We didn't actually invest that much $$ at all. Mostly just for custom music.

It's not that the project was taking a toll on my health. It was that I couldn't produce work to my standard in my condition. Forcing myself to put out subaverage work isn't good for anyone. Things have been on an upward trajectory for me lately so maybe I can get back to gam making sooner than later. :)
You know, I wouldn't mind a non-playable version of World Remade - I enjoyed the long cutscene of Stoic's past from MotW since it felt like watching and reading an animated book. If you ever decided to "remake" it in a different form, it could work as a set of cutscenes. ...Unless those are harder to make than an actually playable game.
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