Schlagwort: Thunderful

  • Lost in Random: The Eternal Die Demo Out Now on Xbox (and Why You Should Play!)

    Lost in Random: The Eternal Die Demo Out Now on Xbox (and Why You Should Play!)

    Reading Time: 6 minutes

    Summary

    • Lost in Random: The Eternal Die‘s free demo is available now on Xbox.
    • Return to the world of Random as Queen Aleksandra in this dark fantasy roguelite.
    • Lost in Random: The Eternal Die will be released this year for Xbox Series X|S and Xbox Game Pass.

    Fate has spoken, and your chance to step back into the dark and whimsical world of Random has arrived! The free demo for Lost in Random: The Eternal Die is now available on Xbox, giving you a first-hand look at this exciting new chapter. If you’ve been craving an adventure filled with mystery, danger, and a touch of fate, now is the perfect time to dive in.

    A First Glimpse into The Eternal Die

    In our free demo, you’ll step into the first of four eerie worlds within the Black Die, ruled by the sinister Mare the Knight. This new realm is treacherous, unpredictable, and crawling with dangers that will push your skills to the limit – including the first of four ruthless world bosses, The Doublet Twins. But don’t worry – you won’t be taking on this challenge unarmed.

    Your weapon of choice? The Sword of Sixtopia, swift and agile, perfect for rapid strikes and devastating spin attacks. Combine it with powerful card abilities and relics to customise your build for your own playstyle. And of course, you’ll have your die-companion, Fortune, by your side. Toss him into battle to deal massive damage, and use the all-new relic system to power up your skills, abilities, Fortune and more for a super slick and advanced combat experience. Combat in The Eternal Die is all about choice – no two runs will be the same!

    In the demo you’ll get to experiment with our brand-new relic system and tiered upgrades, helping you become stronger every turn. Every time you fall, you’ll return to the Sanctuary, where you can unlock new skills, power up your weapons, and prepare yourself for another run. Make sure to keep your eyes peeled for Aama’s lost dicelings, too – finding them will earn you powerful, permanent upgrades bringing you one step closer to escaping this nightmare realm.

    And this is just the beginning! When the full game launches, you’ll get your hands on three more weapons – the mighty Helleven’s Hammer, the fatal Sevendipity Striker, and the deadly Lance of Lady Luck – each with its own unique combat style and upgrade path, as well as 15 unique card abilities and over 100 relics to create your perfect build. Synergy will be everything and we cannot wait to see what creative and crazy builds you come up with!

    Lost in Random The Eternal Die Screenshot

    Beyond battles, the demo is also your first glimpse into the twisted world of the Black Die. You’re trapped in the Black Die by Mare the Knight and it’s up to you to uncover its secrets, meet its peculiar (and perhaps familiar) inhabitants, and piece together the mystery of your imprisonment. Some of the odd folk you meet might even hold the key to your escape – if you take the time to listen. Seek wisdom from Chance, an enigmatic guide to the Black Die’s sinister machinations. Return Aama’s children to unlock powerful upgrades. Stock up on supplies at Mannie Chex’s ever-moving pop-up shop. And if you’re feeling bold enough, you can challenge the mysterious Wager Rollins, always eager for a game of chance.

    If you loved Lost in Random, this demo is your chance to dive back into its beautifully bizarre world – but this time, with an exciting roguelite twist. We can’t wait for you to experience it!

    The Next Chapter of Lost in Random

    The Eternal Die takes you back to the eerie, ever-changing world of Random, but this time, luck plays an even greater role. Taking on a roguelite spin, each run treats you to a high-stakes game where skill, strategy, and a touch of fortune determine your fate. Roll the dice, wield your weapons, and embrace the unpredictable nature of combat as you battle through the Black Die’s twisted trials.

    Martin Storm, Game Director, shares what makes The Eternal Die stand out:

    “The Eternal Die offers more fast-paced, skill-driven combat packed with intricate synergies. Every roll, every battle, and every ever-changing encounter will test your adaptability and decision-making. With each run, you’ll unlock powerful upgrades and uncover the unpredictable magic of Random in an entirely new way.”

    At the heart of this adventure is a new hero: Queen Aleksandra, the once-mighty ruler of Random. Stripped of her power and forced into the Black Die’s merciless trials, she must rely on her wits, combat skills, and her ever-loyal (and very adorable) die-companion, Fortune, to battle the ancient evil that took everything from her and reclaim what was rightfully hers. But she won’t be alone. Along the way, unexpected – and perhaps even familiar – allies may lend a hand… if luck is on your side, that is.

    The choice to make Aleksandra the protagonist of The Eternal Die was no coincidence. As Oskar Hanska, Senior Narrative Designer, explains:

    “We wanted gameplay changes to also resonate in the narrative. With the new focus on enhanced action and more complex combat, exploring the once fearsome Queen Aleksandra’s story and powers was the perfect choice.”

    Prepare for the Full Release

    Lost in Random The Eternal Die Screenshot

    Your adventure is just beginning. When Lost in Random: The Eternal Die launches later this year, you’ll get to experience the full story, wield additional weapons and upgrades, and uncover even more secrets hidden within the Black Die’s sinister world. And the best part? The game will be available on Xbox Series X|S and Game Pass from day one.

    So, are you ready to roll the dice? Play the demo now and wishlist Lost in Random: The Eternal Die today!

    Lost in Random: The Eternal Die

    Thunderful Publishing

    Aleksandra, Queen of Random, has lost everything. Deprived of her powers and trapped in a dark, nightmare realm, she must rely on her skills and trusty die-companion Fortune. Together, they gamble with fate on an epic adventure of revenge, redemption, and revelations in the whimsical realms of Random. Random Rules!
    To defeat her tormentor, Aleksandra must brave ever-changing realms packed with random twists, challenges, and rewards. Embracing chaos, adapting, and strategizing is key. Throw Fortune or rely on weapons to smash foes. Split-second decisions, some luck, and your mastery of chance will determine your fate! A Unique Relic System
    Collect and strategically match Relics on your board to uncover hundreds of combinations of instant effects, chaotic synergies, and powerful bonuses that heavily impact various playstyles – making each attempt at victory feel like a fresh opportunity. The Sanctuary
    Death is not final but returns you to the Sanctuary, an evolving haven with a fully-voiced band of eclectic characters. Unlock and upgrade weapons from a living weapon rack, choose wisely among the Blessings from the almighty Aama, or simply freshen up your wardrobe. Performing quests for your allies will restore Aleksandra’s full power and reveal her true potential. Rambunctious Realms
    Immerse yourself in a rich, fully voiced story and the distinct artstyle of Random. Delve deep into four, randomly-generated realms, each with its own unique flair and style that will keep you coming back for more.

    Website: LINK

  • Worldless: Making a Game That Won’t Allow You To Die

    Worldless: Making a Game That Won’t Allow You To Die

    Reading Time: 5 minutes

    Worldless is a game driven by its unique approach to combat and exploration – and part of that unique nature is that it makes it impossible to die at any point – but without losing a sense of challenge throughout. Let me explain how we achieved that.

    The combat of Worldless is a complex merge of the classic turn-based format with a high emphasis on action systems, pattern recognition and attack variety. A system with this much diversity and complexity requires constant engagement between the player and the game mechanics, and it can be hard to get to grips with it all – but once that penny drops, and all the systems click together it can lead to some extremely satisfying results. To encourage the player to continue trying, gel with the systems, and to not give up due to consistent “deaths” or “game overs” we opted to provide the player with what we feel is a better, less expected solution.

    Worldless Screenshot

    Things start simple, allowing the player to get familiar with the basics – but later, the game demands these basics are properly executed in unison to take down the more advanced enemies. We wanted to properly reward players, and we have done this by allowing every enemy to be “absorbed”. Achieving an absorption provides players with skill points to further develop their abilities in Worldless, but we didn’t want things to be frustrating when it comes to unlocking new abilities. Therefore, even if you defeat an enemy without absorbing them by mistake, they can be instantly refought to absorb their powers in a fresh encounter. Nothing is missable in the game.

    At the same time, most of the encounters offer some level of complexity on how to correctly execute them to gain a new skill, and optional and later bosses can be very challenging. Taking that into account, we wanted to avoid frustration, and so if you lose an encounter, you are simply pushed back and can re-enter the fight seamlessly. This system allowed us to go all-out designing optional content with high levels of complexity, knowing that the player will keep learning the more they try, and eventually evolve in a way where a seemingly hard enemy encounter becomes a walk in the park.

    Worldless Screenshot

    We took the same approach with the exploration of Worldless. Rather than fall into a hazard and be faced with a game over screen, we simply reset the player to their last “safe” position. At first, the platforming is as simple as a horizontal jump but slowly, as the game ramps up, we added in various hazards, dash resets, and swinging points. We felt it’d be really infuriating for the player to “fail” on a platforming segment and be greeted with a loading screen or a “game over” so, much like our combat system, we reset the player and allow them to try again almost instantly. The whole idea of having no “game over” truly allowed us to be flexible in our choices and I think that’s evident in how crazy we can get with the combat encounters.

    With Worldless being built upon pattern recognition, a good variety in enemy design was necessary to keep each encounter feeling fresh and challenging and with that came needs for various combat actions and mechanics. All the actions in Worldless have a purpose or a use-case and are heavily balanced to make their correct use very significant.

    Worldless Screenshot

    Some actions deal more damage and can open enemies to a vulnerable state, and others deal high amounts of absorption damage to obtain new skill points. The latter are most useful once the enemy is put in this vulnerable state. This is accomplished by breaking a series of “blocks” represented with icons of specific types of damage. The main combat loop is to identify these “blocks”, break them by using the proper high damage actions, and then go all out using the attacks with highest absorption damage.

    But then again, this is turn-based, so when your offensive window ends, it is the enemies’ chance to obstruct your progress in the fight. Taking damage will deplete the absorption bar, and enemies can attack in multiple ways, making the moment very intense and highly rewarding good reactions and pattern recognition.

    Worldless Screenshot

    To make the defensive turn as exciting as possible, there are ways to even gain buffs for your next offense – by timing your inputs perfectly, you can perform “perfect guards” that can interrupt enemy actions with counterattacks and much more. This makes the defensive turn an active one,, not just a case of trying not to get defeated.

    Worldless’ combat system is a unique one. It takes some adaptation, but the game will not penalise you for failure and in fact does the contrary – it treats failure as a growing process. By allowing you to instantly retry, you’ll see the benefits of getting familiar not only with the basic mechanics, but the endless possible combinations of later game skills. The skill ceiling is very high, and when reached, it feels amazing.

    Worldlessis out now, playable on Xbox Series X|S and Xbox One.

    Xbox Live

    Worldless

    Coatsink

    5

    $19.99 $17.99

    Worldless is set in a newborn universe based on entities trapped in an eternal conflict by the polarising nature of their attractions. These interactions can result in an exchange of their polarities, but this process is very unstable, and who knows what new results can come from it… In this 2D active, turn-based, platformer, players will explore intricate and interconnected areas full of secrets and mysteries to uncover with a plethora of abilities like dashing and wall-jumps. Along the way you will encounter different beings that aim to stop you as you seek to find your place in this universe. Using turn-based rules, fights combine traditional combat with active time actions for a thrilling and strategic combat where your knowledge of game mechanics and skills will be put to the test. Establish Yourself
    – Uncover unimaginable possibilities – Jump and dash your way through abstract areas in pursuit of transcendence. Grow to Survive
    – Upgrade your abilities through an intricate and rewarding talent tree
    – Ready yourself – Engage in active time, turn-based battles, and time your attacks and defences perfectly to shatter your enemies. Immerse yourself
    – Indulgent Melodies – Connect to the areas of Worldless on a deeper level with a haunting yet beautiful score.
    – Cherish the moment – Define the world and challenge its secrets in a mysterious and enchanting narrative.

    Website: LINK

  • SteamWorld Build Is the Series’ Most Impressively Wild Experiment Yet

    SteamWorld Build Is the Series’ Most Impressively Wild Experiment Yet

    Reading Time: 5 minutes

    SteamWorld isn’t like other series. Where most game franchises take a single core idea and iterate on it over multiple installments, the creators of SteamWorld decided early on that it could be anything. It’s been a tower defense title, a Metroidvania mining game, a 2D strategy shooter, and a card battling adventure – all set within the same universe of down-home steam-powered robots. For fans of SteamWorld, it’s always a delight to see what it could be next – and now, with SteamWorld Build, it’s a brand new take on the city building genre. It’s a typically unexpected leap.

    But, clearly never content with staying the same for too long, Build brings another first for the series – it’s the first SteamWorld game not to be built by its creators, Thunderful Games (previously known as Image & Form). After being acquired by Thunderful, The Station have stepped in to create Build. Oh, and for good measure, they also made it the first SteamWorld game to use a 3D perspective, and the series’ first voice-acted game, too.

    It’s a fascinating next step for the franchise – and I caught up with Game Director Andreas Persson, Art Director Sofie Wikström and head of the SteamWorld franchise Brjann Sigurgeirsson to discuss how they sent SteamWorld on what might be its biggest leap yet.

    “We knew The Station well,” says Sigurgeirsson of how the collaboration came about. “We knew that they were very solid studio that had done a lot of work on the LittleBigPlanet franchise. We also knew that they had been working on their own things. And then when the opportunity materialised to acquire them, we sort of jumped on it. One of the one of the first things we said was, ‘Wouldn’t it be great if you guys could pitch us something that could fit in the SteamWorld universe?’”

    “Since this was our first SteamWorld game, we looked at a lot of what [Thunderful] had done previously,” continues Persson. “And what we settled on was that they are really good at taking something familiar, and then mixing it with something else and creating something unique… With that, we then saw that there is a real nice city builder that could be made in this universe by taking the city part and marrying it with mining gameplay. I would say it’s like a city builder meets Dungeon Keeper.”

    It’s a unique proposition, and one Sigurgeirsson says proves the point of using a new developer – SteamWorld is a series that never stays still, and it can grow in even less expected directions by employing whole new groups of developers, with fresh perspectives and different expertise.

    The Station had worked on ideas for a city builder for some time, but SteamWorld offered them a unique opportunity – to work on two layers. Above ground, you put together a Wild West-inflected railway town, piecing together housing, factories, and amenities for a growing population of Steambots. But below the sand and dirt, the action changes entirely, asking you to dig your own mines to find the resources needed above ground, with dungeon crawling and tower defense elements thrown in. The way these two layers link is the unique selling point, forcing you to manage two types of game at once, and always giving you something meaningful to achieve.

    It can sound daunting, but The Station has also taken another key part of SteamWorld into account – the fact that the whole series acts like a smörgåsbord of game genres, and aims to introduce its fans to new ones in accessible ways.

    “We then saw that there is a real nice city builder that could be made in this universe by taking the city part and marrying it with mining gameplay. I would say it’s like a city builder meets Dungeon Keeper.”

    Andreas Persson, Game Director

    “It’s something we’ve worked on from the very start of development,” says Persson, “since we knew we would get a lot of new players that were familiar with the world, but not necessarily with resource management games. So we had to think, ‘How do we communicate information and where do we put the complexity in the game?’ We deliberately decided early on to keep the city pretty streamlined. We didn’t want fires to erupt in the city and destroy everything.”

    The idea is that there are demands on the player to build efficiently, but not major punishments if you don’t. Equally, while you’re mining, things will tick along above ground, reducing the need to constantly shift levels and micromanage. But, as Persson says, it’s not that there’s a lack of complexity:

    “I remember we had some testers that didn’t realise how complex the game was until they learned everything,” Persson continues. “Because when you get to the first mine floor, there is not a ton of complexity. But as you go deeper, you learn each step, and each step builds on the previous one. So we said we want it to be ‘complex, but not complicated.’”

    Another new consideration for both The Station and Thunderful was about transforming a genre best known on PC into a console-friendly experience. SteamWorld has always had a home on console, and it wouldn’t feel right to limit Build.

    “We’d played a few [city builder] games [on console] and we really never felt that they worked,” says Wikström. “So we knew that going forward, we would have to adapt the UI and the gameplay with console in mind.” Unlike other games, this wasn’t a case of just working out button inputs – entire features were created with a controller at the forefront. “If we came up with anything, we always had to look at it from a controller perspective… I know that there were features that turned out in specific ways because of this. Rather than, you know, trying to shoehorn everything in on the console.”

    The Station put limits on themselves to make sure playing with a controller always felt good – it’s been playable on console since the very first version of the game, and any time an update was prepared, it needed to be tested on console before it was approved.

    Again, this feels like very ‘SteamWorld’ thinking – the series has always prized being unique and accessible, and The Station applied that thinking even to elements of game development that Thunderful had never had to think about before.

    And, beyond the game itself, that’s the beauty of SteamWorld Build – it’s opening new doors for this already wide-open series. The Station isn’t just introducing SteamWorld fans to new ideas, and new ways of thinking about the series, but even Thunderful.

    “I think The Station has proved that we can we can take SteamWorld in in any direction. There’s this internal joke that the next one should be a dating sim. And it’s a joke until we… make that game,” laughs Sigurgeirsson. “I think that The Station really proves that point. They’ve been brave, and very competent – they gathered enough understanding and then they just ran with it. And it’s turned out really, really great.”

    SteamWorld Build comes to Xbox Series X|S and Xbox One on December 1. It will be available for Xbox Game Pass on day one.

    Website: LINK