
Placeholder title screen, painted by NotCoolDuraan.
This is our big, ambitious one, and it will be in the oven for a loooong time. It used to be called Project DNGN.
The world
Farr is a continent held in winter for a thousand years by Malkus, a king who would not let go of what he lost. You and your friends fight through a series of roguelike rooms toward him, and each main area ends in a boss. The creatures come from the Persian world: divs, dragons, and stranger things from the old stories of Iran, Afghanistan and the lands around them.
How it plays
- Combat is the puzzle. Light and heavy combo strings, a parry with a tight window, posture to break, critical strikes, and enemy parts you can break off. Backing off should be the lesser option.
- Three weapons so far: the shamshir (quick-draw cuts and ripostes), the gorz (a mace you charge up until the floor quakes) and Yimsha's Chalice (magic, fed by what you hit).
- Magic costs memories. You cast by spending them, and the skills reach out as echoes of you from somewhere else.
- Runs. Rooms with doors to choose between, a station to send your loot home before you risk it, and teammates who can pick you back up when you go down. What you bank is safe. What you carry is at risk.
- Camp. Between runs there is a camp to build back up: crafting, upgrades, gathering, fishing and more.
Where it is now
A full run is playable, from camp through the rooms to a boss and back, solo or online with friends. Under the hood a lot more is in, much of it rough. The art is the furthest behind: most of what moves on screen is still a stick-figure wireframe while the animation gets worked out. The latest is in the devlog.