- Tactical turn-based RPG in open-world
- Combat focused: hex-based, large battlefields with interactive environment
- Dark, gritty low-fantasy world
- Procedurally generated campaign map
- Rougelite: survival & perma-death
- Hand-drawn graphics, from the world-map to battlefield, along with all characters
- For PC, Mac and Linux
Picture: tactical combat map
The game puts great focus on the core battle mechanics. Apart from hex map and speed (initiative) based turn order and elevated tiles, Urtuk features a couple of innovative mechanics to turn-based combat.
Each character in battle generates a special resource named 'Focus'. This is accumulated by doing or taking damage. When the Focus bar is filled up, the character spawns a special(and powerful) ability to "Focus pool". This focus ability can be used by player anytime when he is on turn for any character on battlefield. Also, there are other effects associated with the Focus reaching its maximum, for example, a character can heal a little or gains life-leeching strike for next attack.
Some items, like chainmail, helmet or shield, have so called armour protection attribute.
When enemy strikes such character, he may mitigate the damage, resulting to receive only half of it, and negating incoming status effects.
On each attack, the armour protection is reduced by an amount depending on weapon's armour pierce attribute.
Once the armour protection is zero, it will be pierced through, and incoming effects will be applied.
When a melee attacker hits its target, any allied ranged unit may shoot right afterwards (when in range, LoS is not obscured, and no friendly fire is involved).
This is called 'ranged support'.
Another type of support is 'Shield Ally'. There are some abilities and traits which grant this effect. When shielding triggers, all damage is nullified.
'Attack assistance' is another kind of support. Some Focus abilities and traits guarantee, that when attacking a target, any adjacent melee ally will also strike him. In Urtuk there are many more support mechanics.
In Urtuk, the critical hit only occurs when a specific condition is fulfilled.
Two cases when this happens:
- attack on slow or stuned target
- attack from rear (i.e. backstab)
A critical hit is always paired with some effect. For example, the Engager class will leech life on any critical hit.
Counterstrike is a retaliation attack, which gets automatically executed each time a character blocks or nullifies damage.
This can be done either with the armour block or Aegis or shielding from an ally.
The world in the game is a place of pain, suffering and darkness, set with (light) fantasy features. Urtuk is the name of main character. His story begins when he escaped from the Sanitarium, a place deep undergrounds, where medical experiments take place on common people. Urtuk's escape was successful thanks to his fellow old friend - Eldric.
Urtuk has suffered a mutation, a mortal disease, in the Sanitarium. With every day, his health condition worsens.. Now he searches for a cure in the world. It's only matter of time, when his mutation evolves to a level, when he finally dies.
Picture: Urtuk's portait concepts
The world is set into dark, grimy theme. There are no classic fantasy beings like elfs, dwarfs or dragons, nor powerful magic, although there are some light magical features involved.
Many centuries ago, there were powerful Giants roaming the world. They lived peacefully with humans until an unknown lethal disease eradicated them completely to extinction.
Some years ago, a few librarians studied the bones and remains of the ancient Giants. They have done experiments and found out, they can extract a mystical fluid from their remains - Trilium. With this, they could add many beneficial elements into human body. Not known yet, what impact this mystical fluid on a human has, the experiments continue as of today.
Very often, instead of improving the health condition of the target, an opposite effect would take place - a mutation or lethal disease. This was the case of Urtuk.
Gameplay - world
Player takes Urtuk and his party under control in a procedurally generated world map. The traveling system is like in FTL, so you have various points of interest such as hideouts, camps, shops and these are interconnected with routes. The campaign has several biomes (zones,) and player needs to beat each zone until he reaches the final destination.
The ultimate goal of the game is to cure Urtuk from his disease by reaching the Ancient City in the last zone. Each zone has its specific environment and types of enemies. At the end of any given zone, the player needs to defeat the zone's boss.
While adventuring, the player can add or recruit other characters into his party by completing quests or as reward for beating a map location or recruit them at the shopkeeper node.
Urtuk's party can engage into various encounters or conflicts. At that point, the tactical battlefield map shows up.
There are friendly and enemy characters in the world. NPCs can help the player or aid him into new directions. We put big effort into the world locations for the player to explore and visit as it is the key to discover the path to Urtuk's ultimate cure!
When a battle takes place, any party member can get injured or killed. There is an injury system implemented, where when a member has fallen on battlefield, it first gets the status of 'injured'. This state can be removed by healing with medicine which is a game resource and can be purchased. When an injured member has fallen again in the battle, he is dead for good.
The game will end when all your party members are dead or when Urtuk is killed.
The world of Urtuk is dynamic, meaning for example, if you engage a scavengers camp and killed 3 out of 5 scavengers, then when the battle is over and you engage the same camp again, only the remaining 2 out of 5 will be present in the upcoming combat for you.
The characters in the game have classic RPG stats like level, abilities, skills, HP and so forth.. With each combat your party members gain experience and level up. There are many classes you can choose your member from, like tanks, damage dealers, supporters, disablers. We will discuss the class system in another section.
Each character can be equipped by gear like swords, plates, shields, helmets, etc.., so you can change that weaponry and armour. Some class restrictions apply here. You can get items as loot from combat or buy/find it in the world.
A unique aspect of the game is that after battle, the player can extract various traits and abilities from fallen enemies and use them to upgrade own members. This upgrading system is not character-persistent and so the player can switch the acquired traits/abilities between members as he likes. These special traits/abilities are wrapped into special items called mutators. Mutators can be used normally as equipment for characters. Up to 3 mutator slots are available for each character, which gives you lots of build options!
A mutator can for example add new effects to character attacks such as 'rooting' enemies to place, or causing bleeding, poison or other status effects.
Gameplay - combat
We have put a tremendous effort into combat mechanics and its gameplay design. The core of the game lies in the battlefield, so we added as much fun factor into it as possible :).
Our combat is turn based on a hexagonal map. The turn order is given by the "Speed" mechanics (Initiative in other games). Thus faster characters will act more often than slower ones.
Each character can move and then execute an available action. This can be attack or ability use.
The attack or ability use end the turn for current unit.
As for the combatants, we introduced the classic RPG class system.
For now, there are these classes in the game, player can choose from:
Guardian, Berserker, Spearman, Footman, Warmonk, BloodKnight, Priest, Hunter, Javelinman.
We are designing many more!
Each class has its own specific ability (or more) and possibly a passive skill. For example, Guardian has the 'Bash' ability, utilizing his shield to push enemy 2 hexes away.
The tactical map has environment objects, like rocks, spikes, muds which add some behavior if stepped over or bashed or pushed against. For example if the guardian bashes enemy against a rock, the enemy will be stunned.
Usage and proper utilization of the environment is the key for victory! We will talk about specific behaviors of the tiles later.
Other important feature of the combat system is flanking:
If your unit attacks an enemy, and he is rear flanked by one of yours, then the attacker will strike with automatic critical hit.
Also if a character is slowed or exhausted, any incoming hit becomes a critical hit.
With the critical hit mechanics, there are many associated 'after effects' when a target is hit.
As you can see, it is extremely important to position your unit properly to maximize damage output.
The AI will attempt to do the exact same, so be vary ;)