The borders of reality start to crumble as an unseen threat breaks its way into the world. As its evil influence grows, seven unlikely heroes hear a call to action. Unite them and see how their lives and stories intertwine as they fight against impossible odds to protect all that they hold dear.

Post news Report RSS Building the world of Septaroad Voyager

Septaroad Voyager is in full development, with the prologues finished, starting towns built, and dangerous lands giving you plenty of adventure between towns. We've been adding lots of new content and new enemies. Let's show you what we've been working on.

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Septaroad Voyager is in full development, with the prologues finished, starting towns built, and dangerous lands giving you plenty of adventure between towns. We've been adding lots of new content and new enemies. Let's show you what we've been working on.

For those new to the game, this is the kind of combat you'll see in Septaroad Voyager. You give your party members programmable Tactics inspired by Final Fantasy XII's Gambit system. Your party then fights in real-time or RTwP battles.

Each of your seven heroes are made from customizable "paper doll" sprites.

You level-up your characters using a skill board, where each tile unlocks an ability and makes new tiles available.

The look of the game is largely based on the art style from our previous title, Himeko Sutori, but with inspiration from some new games like Octopath Traveler, Triangle Strategy, and Wandering Sword.

Our game, Septaroad Voyager, is currently in early access on Steam with a procedurally generated campaign. Right now we are focusing on building a huge handmade story-driven campaign. We're putting the finishing touches on the starting areas and getting underway on the scripted encounters that make up the campaign.

At the top of this post you saw a battle taking place in the Drowned Road, a dangerous swamp that all travelers must pass through to get from Oppidum to Winter Post. The Drowned Road is haunted by the undead. You'll also encounter froglins, swamp moccasins, giant crabs, and other dangerous creatures.

We've been trying very hard to build a world that feels large and diverse, every area with a unique look and feel. For example, here's South Pass, an evergreen-covered mountain where our heroes are fighting snowmen and mountain rams. It's a very different setting from the swamp of the Drowned Road.

In Septaroad Voyager, you'll adventure through snowy mountains, scalding deserts, deep forests, windy hills, and lots of other locations.

For each area, we work hard to get the look right, using lighting, fog, color grading lookup tables, and post-process effects like Sobel edge outlining and a colored vignette.

While we were building the world and showing off snippets of our work, a friend gave us some valuable insight. He said to us:

What kinda rubs me wrong is that your store page leads with "The borders of reality start to crumble as an unseen threat breaks its way into the world" and some other rhetoric it doesn't really indicate visually. It really just looks like a bunch of dudes whacking flora and fauna because they can. I'm all for whacking monsters with misfits, but a looming threat needs presence lest it just sounds like marketing.

And we thought that we really do need to add more enemies that convey what's at stake.

We're going to be adding more bosses throughout the game. And we're also going to be adding some otherworldly threats.

You should be seeing lots of dangerous new enemies like these in the upcoming campaign. We hope to have chapter 1 ready for you later this month. Follow us here on IndieDB, @HimekoSutori on Twitter, and wishlist on Steam to get the latest news!

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