Checking In


Hello, Dear Player.

It's been a year and a day since the last devlog here, and I just wanted to check in on the status of the game.

I am actively working on Glyphscape, and have been for most of this year. I took some sanity breaks to participate in a few game jams with friends, but otherwise I've been diligently chipping away at the remaining elements.

The game world was perhaps 20% complete last August, and I am currently closing in on something like 95% of features drawn and NPCs/monsters populated. There's going to be a lot of need for play testing in the coming months to get everything balanced, but before that can happen I need to complete an overhaul of the combat system that was long overdue.

If you have played the version that is currently available, you probably found the cadence of combat to be extremely frustrating. Players and monsters would take turns either moving one square or attacking, and the number of turns in a row they would get was poorly conveyed to the player. This overhaul throws that action economy away entirely, in favor of something much more generous to all combatants.

The new system separates Movement and Action Points, and allots both based on player stats. The system will be familiar to anyone familiar with tabletop RPGs. The new system allows freedom of movement and flexibility of actions. Instead of a single movement, attack, or item use, the player (and monsters) can move multiple squares, and perform multiple actions.

The consequence of such a drastic change is that many game elements are comically out of balance, and it will be some more time before I am fully taking advantage of all this system has to offer.

Thanks for reading! If you're interested in following the development of this project, you can follow me here for (obviously not too regular) updates, or wishlist Glyphscape on Steam to just find out when it's finished. If you choose the former, I hope to have a build of at least the first few zones ready for play testing later this month.

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