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"It's a sobering thought, isn't it? To be able to look out your window and see the end of the world."

The world is on the verge of being consumed by the Fog, an ever-growing mist that corrupts and destroys all life within it. Unable to reach the source, humanity has no way to stop the Fog's growth. The destruction of the world is inevitable; humanity is at the end of its time.

In Asala, one of the few remaining settlements outside the Fog, two friends are on the verge of completing their training to become knights sworn to help weather the coming disaster: the cynical Aeyr Wilder and the kindhearted Mia Alacruz. However, catastrophic events soon destroy the very foundations of their lives, and they are forced to make the choice between their precious friendship and following the path they each believe is right. Their faith in their beliefs, and in each other, will be pushed to the limit as they decide what to save and what to sacrifice as the world collapses around them.

"There is no stopping the coming apocalypse. The only question remaining is: can humanity endure it?"


Prayer of the Faithless integrates elements of classic survival-horror games into its turn-based battle system. There are no readily accessible healing abilities, so your survival depends on managing a limited supply of restorative items you find or purchase. In addition, your equipped weapons and armor will drastically affect your performance by raising some stats, penalizing others, and changing your available abilities.

To reward a playstyle of controlled aggression rather than raw power and high levels, the battle system in Prayer of the Faithless turns a number of RPG conventions on their heads: You have three actions per turn, and you can spend them however you wish during battle. Plus, allies and enemies cannot guard, but must maintain their Stamina pools to block incoming damage. You must damage the enemy's Stamina to be able to hurt them, but be careful: overusing powerful abilities will leave allies wide open to attack!

Each ally's personality traits affect their combat prowess and abilities. As the story goes on and the stakes are raised, these traits will develop (and degrade!) along with the character's mental state. You will get to truly understand how each character thinks and feels through conversations and battle performance, and see how the state of the world affects their morale and beliefs.

Latest Blog

The Story is Complete

Last night, I finally implemented the last main cutscene of the last route. From a story perspective, Prayer of the Faithless is done.

...Okay, I won't lie: I've been sitting here staring at those first two sentences for a good twenty minutes now without writing anything else because I just... can't believe it. I wrote the sentences, and I still can't believe it. I keep doubting myself, going back through my notes and the build just to make sure I'm not forgetting something. But nope. The scenes are done. They're actually, really, honestly done. The game can be played from the prologue all the way to the end credits.

That's not to say that there isn't much left to do, of course. After finishing up my little slash and burn campaign, my first priority was to get the story complete before seriously tackling the other components. The story of Prayer of the Faithless was the last big obstacle slowing me down, and the biggest reason why the game has been taking so long to get done. As I mentioned on Twitter earlier, getting this story written down and done was the longest and toughest things I've ever had to do since I started developing games. And now, here it is. Complete and playable.

I won't lie and say that I don't have reservations on how this story concludes. Maybe there's a theme that wasn't thoroughly explored, or maybe one or more characters could have been fleshed out more. However, the main aspect of the story, the resolution of Aeyr's and Mia's stories and their conflict with each other and their situations, has been wrapped up nicely. Everything else can be polished out with a little extra work. For the sake of keeping my anxiety to a minimum, I'll save my thoughts and feelings on the story's conclusion until after the game releases and just focus on the fact that the story of PotF is done after five long and brutal years of work.


Trill's dialogue will always put a smile on my face.


So, uh, what IS left to do? Well, like I said, there are still quite a few components of the game that were left by the wayside while I focused on the story. My slash and burn campaign did a lot of slashing and burning, but not much regrowing, so now I'm going to focus on that. Enemy stats have been reworked, but that caused troop balance to get thrown out of whack. Excess item types have been cut, but that left a lot of empty item events scattered across the world. Remixing enemy and item placements is not a lot of extra work overall, but work that needs to be done all the same.

And then there are the tilesets. If there's one thing that this game has taught me, it's that I need to really practice my pixel art before I attempt something large scale again. Half the game's dungeons are unfinished visually because my lacking sense of aesthetics could barely encompass anything beyond "point A to point B," so ramping up the tileset is the next big item on the list.

Finally, there are skits. Despite them being some of my favorite things to work on (I'm a sucker for relaxed party banter), they also haven't gotten much attention from me. Luckily, now that the main story is done, I know what themes and plot threads can be fleshed out and explored with a skit. I've jotted down plenty of skit ideas, but they need to be implemented.

So... where does this leave the game? Well, remember back in January* when I said PotF would be completed in 2019? ...Yeah, I don't think that's going to happen. I've learned a lot of painful lessons in time management and personal pacing that will undoubtedly make future projects better, but they don't really help to bring this project to a close. I'm gonna focus the rest of the year on polishing everything I can, and will get back to you when I feel confident enough to start the next round of testing.

Anyway, I know I say this a lot, but progress (slow as it is) is still being made. The implementation of the last cutscene is done, and so with it the hardest, most brutal challenge I have ever faced not just with PotF, but my entire game development history, has been conquered.

For now, though, I'm gonna go get some rest.


*: Christ, I actually went back and reread my January blog and am cringing so hard at how I let all this time go by. Let me reiterate my earlier statement that I'm more critical of myself than anyone else could be and, anxiety or no, I am frankly embarrassed at the promises I make and consistently botch. Someone slam a pie in my face, because I feel like such a clown.

Posts

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Red_Nova
The all around prick
7479
"Kiyoma" is derived from "kiyomemasu" which is Japanese for "purify"
Question: Why are Kiyoma called Kiyoma?

IRL I mean. Like, "What does Kiyoma mean in Japanese".
I managed to get my stream up! Anyone who wants to join me mashing buttons is welcome!
Of course, I'll be streaming PotF! Details are there! (also excuse that annoying 15 seconds delay)

https://www.twitch.tv/silviutm

Have fun! (please tell me if the video buffers or if there is something wrong with audio)
Kloe
I lost my arms in a tragic chibi accident
1594
OMG IT'S ALL SHAKING AAAAAAAAHHHH
Red_Nova
The all around prick
7479
I'm not entirely sure what your question is. Yes, you have the literal definition of the word apocalypse right, but I used it primarily to refer to the catastrophic-level destruction of the world.

As for the title, well, there are a few reasons why it was chosen. What each player believes when they read the word faith and how it relates to them praying will be different, but not necessarily wrong. Note the word faith used in the description. That's just one meaning. It could be religious faith, faith in humanity, a brighter future, or even in one's self. Maybe it's all of these, maybe none.

Whatever definition you believe, though, this is a story about people who do not have that faith but want to find it.

Apologies for the evasive response, but I'd rather let the game show you than lay it out myself.
Hmmmm, I have a question, Red! Is this the literal meaning of Apocalypse?

'An apocalypse (Ancient Greek: ἀποκάλυψις apokálypsis, from ἀπό and καλύπτω, literally meaning "an uncovering") is a disclosure of knowledge or revelation. In religious contexts it is usually a disclosure of something hidden, “a vision of heavenly secrets that can make sense of earthly realities".'

.....And this game is called prayer of the faithless...

....

I think I'm on to something.... Maybe there's a revelation about monsters and what they really are coming up?
And the last bit's up! And, shortly, will be under the Grub's Playthrough media tab. In the meantime:

https://youtu.be/K6NiPcNA9Oo
Third part's out! When I figure out how to edit a media submission, I'll put 2/3 on mine.

https://www.youtube.com/watch?v=wKobFp-dn18
Red_Nova
The all around prick
7479
author=Crystalgate
Anyway, a question to Red_Nova. The description for Aeyr on the characters page states "Aside from that, his natural aggression enables him to manipulate the emotions of both enemies and allies to turn the tide of battle." However, I've noticed you've now given Amalie three emotion manipulating skills while Aeyr has none. Have you changed your mind regarding who gets what?


That was in the original plan, yeah, but that's certainly not the case anymore. I've removed the statement, so now it won't confuse anyone. Thanks for pointing it out.
I think Aeyr's ability comes later.

Also, Amalie and Aeyr have about even defense base. I simply don't think it's worth 2 actions to deal with Amalie provoking. *shrug*

Though, I don't know if she attains ALL aggression or just some. All might be useful IF abilities weren't practically 100% percent based and thus you can't just use her to let Aeyr unleash Sonic Fist/Pommel Strike and just never bother Focusing.

I think it might be better to make skills differ based on equipment you wear, with, for instance higher level gauntlets that improve the damage% of sonic fist but also cost more, improving the level scaling and giving you the choice of preserving SP or dealing heavier damage(along with the normal tradeoff of heavier gear costing more max sp)
author=hector212121
Eh, i guess it would have been handy when I had Mai, but i just didn't think of it. Action economy is key; if you can kill 1 enemy with 1 action rather than redirect 2 enemy's aggression with that action, i consider it better spent.

I haven't played the last version yet, but in all other versions I've played, Provoke was handy for almost every battle Amalie was in. It may be less useful to you though since you use completely different tactics than I do. Still, try using it and then have Amalie focus so she has her highest defense.

Anyway, a question to Red_Nova. The description for Aeyr on the characters page states "Aside from that, his natural aggression enables him to manipulate the emotions of both enemies and allies to turn the tide of battle." However, I've noticed you've now given Amalie three emotion manipulating skills while Aeyr has none. Have you changed your mind regarding who gets what?
Ah. I was worried there was some sort of secret or something i should worry about haha.
Red_Nova
The all around prick
7479
The main game has three endings. There are no alternate endings in the prologue.
Wait. The wiki page says the game has three endings. Does that....refer to the prologue, or the actual game proper? And if the former....how does one get different ones?
Eh, i guess it would have been handy when I had Mai, but i just didn't think of it. Action economy is key; if you can kill 1 enemy with 1 action rather than redirect 2 enemy's aggression with that action, i consider it better spent.

I'll go ahead and tell you that when I met ol' Bat-Wings for the second time, I flipped my shit. Then I flipped it again when the actual kill took place.
Yes, I would have loved to hear the story behind your hatred towards the provoke skill. Joke aside, that skill is one of the most useful, if not the most useful, in this game. You're making the game much harder by not using it.
Red_Nova
The all around prick
7479
Thanks for the LP! I'm kinda sad that I couldn't hear your running thoughts, but there was a lot I learned from watching you play.
That's right, I didn't keep in mind that you're doing a blind let's play.
author=Crystalgate
Can't you edit in your commentary afterwards? Post commentary is fairly common in Let's Plays after all.


I just....don't do that. :/ it doesn't seem quite right to me. You can't be surprised in post or anything like that.....

Anyhow! Part 2 is up! https://www.youtube.com/watch?v=y07RbDLKQp0&ab_channel=Grub
Can't you edit in your commentary afterwards? Post commentary is fairly common in Let's Plays after all.
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