- Survival adventure RPG with tactical turn-based battles
- 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 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, deep undergrounds, a place where medical experiments take place on common people. Urtuk's escape was successful thanks to his fellow old friend - Eldric.
Urtuk has suffered a mortal disease, a mutation in the Sanatorium. With every day, his health condition worsenes.. 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 a war between Man and Giant began.
Now the Giants are extinct. Some years ago, few librarians studied the bones and remains of ancient Giants. They did experiments and found out, they can extract a mystical fluid from their remains - Life Essense. With this, they could add many beneficial elements into human body. Not yet known, what exact impact this fluid on a human has, the experiments continue.. Very often, instead of improving the health condition of the targe, an opposite effect would take place, inflicting 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 city.
The ultimate goal of the game is to cure Urtuk from his disease by reaching the final 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.
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 a injury system implemented, where when a member has fallen on battlefield, it first gets the status effect of 'injured'. This state can be removed by healing with bandages which is a game resource and can be purchased. When a injured member has fallen again in the battle, he is dead for good.
The game will end when all you party members are dead.
So make sure you have at least one party member alive when traveling the world.
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, support, disabler. We will discuss the class system in another section.
We also have the "inventory slots" for each character, e.g. you can change your 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 persistent and player can switch the 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 proposes big variations mix!
A mutator (with trait) 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 current turn for selected 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.
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 critical hit.
With the critical hit mechanics, there are many associated 'after effects' when a target is hit with a critical. For example, Bersker might add Bleeding status effect when target was hit critically.
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 ;)