Castle Torgeath 1.2.2 - New Combat and Gameplay Features
Hello everyone!
In this release we have made several combat feel and gameplay improvements many of which are based on your comments. Blocking has been made faster and the inventory now has the much requested item count. We also readjusted enemy melee and ranged attacks so they are more in sync with what you see and expect. Finally, we changed the morphs to have a shield against all normal melee and ranged attacks but you can still affect them with magic spells and special powers.
The most significant change has been to how the morphs work. The morphs are created when another killed enemy is transformed by the morph fog and the odds of the fog appearing is shown by the HUD blue orb. All the morphs now have a new shield effect which prevents normal melee or range weapon attacks from hurting them. Only magic spells can affect the morphs. However, if you get the strength special power from the Ghost Trader your melee weapons will work against the morphs while the special power is in effect.
We also made some general combat feel improvements. Blocking is now much faster and much easier to use against all enemies. Also, the animal enemies now get much closer to you when they attack making it easier to tell when you are going to get hit or not. Other enemies, such as the skeletons, also get a bit closer when they do melee attacks. In addition, the motion of enemies when they are chasing you has been made a bit smoother.
Finally, we added an item count to the inventory window. This will make it much easier to tell when you are nearing the 300 item max limit you can carry. Note that spells, keys, and clues do not count toward the carry limit.
Here are the full details of the update:
Player blocking is now faster
Inventory shows item count and limit
Readjusted melee attacks to be more in sync with what you see
Readjusted range weapon colliders to be more in sync with visuals
All morphs now have a shield against normal melee and ranged attacks
Adjustment to enemy motion for smoother operation
Steam Stats Guide updated for morph attacks and inventory
Fixed various minor bugs
Sample of inventory window:
Here is a new scene in The Mines:
Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath 1.2.1 is now available
Hello everyone!
In this release we have added trading cards, improved NPC trading, and made it easier to pick up loot. We now have eight new trading cards that show some of our game characters (enemies and NPC’s) as well as custom scenery. We also made exchanges with NPC’s and the Ghost Trader a bit easier. We did this by letting you view the Inventory and RPG Character Sheet while in an NPC conversation. Finally, we made it easier to pick up small loot items (e.g. knives) by extending their selection areas.
Here are the full details of the update:
Added Steam trading cards
Enable inventory view during NPC conversation
Enable RPG Character Sheet view during NPC Conversation
Add indicator for currently active UI window (Title bar)
Easier to pick up smaller loot items
Fixed various minor bugs
Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath 1.2.0 – New Map, Graphics, and Rebalanced Combat
Hello everyone!
We have a massive update for you that addresses all your feedback to date and our overall goals for the game. We have added a new map feature, more art, upgraded graphics, rebalanced combat, and improved the look of our morph enemies. Our new map feature will help you navigate the dungeons and has both a wide and detail view. We also rebalanced combat so that you can spend more time exploring the dungeons as well as try to sneak your way around some enemies. Speaking of enemies, all the morphs inside the game got retouched to look more unique. Finally, we improved the look of the dungeons and made it easier to see some of the new art we have added without changing the dark and eerie feel.
Our new map is shown by default in wide view when you start a new game or load a save file. It shows the layout of the dungeon rooms and corridors. Also shown are interior room walls, large statues and columns, and location of teleporters. It also shows a small door icon at the start point of the current level and a green arrow icon to show the way out. You can use the default “m” key to toggle the map view from wide view to small view (zoomed in) as well as enable and disable the map. The map key can be changed in Options keys menu.
We rebalanced combat to allow for a better balance between exploration and combat in the game. In some cases you can use the map to help avoid combat when low on health by selecting alternate paths. To retain the same balance in acquiring RPG points we had to increase slightly the XP (Experience Points) gained by killing enemies. The Stats Guide on our Steam Page has been updated with all the details.
Finally, we upgraded the game graphics by making the dungeons look more vibrant. We adjusted how the dungeon walls, floors, and roofs are shown. The same was also done to large stone or metallic scenery such as columns and statues. We also added some new art and loot in virtually all parts of the game.
Here are the full details of the update:
Added new mini map feature with two zoom levels
Added new remappable key to toggle/zoom the map
Controller remapped “Back” button to control the map
Changed dungeon walls, floors, roofs, stairs to look more vibrant
Changed statues and columns and other scenery items to look more vibrant
Rebalanced combat by readjusting enemies in all six levels
Increased RPG XP values for each enemy type
Added scenery and loot in all six levels
Changed look of all three morph enemy types
All morph enemy types now have a new stun ranged weapon
Improved enemy ranged weapon combat
Fixed player customization to always show correct color for selected item
Fixed various minor bugs
Sample of scenery with new map:
Sample of upgraded graphics showing orcs:
Sample of our new ogre morph:
Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath 1.1.0 – Controller Support and Art
Hello everyone!
For this update, we have added partial-controller support and many scenery improvements in all levels of the game. We have tested Xbox 360 controllers on Windows 7 and 8 as well as Xbox one controllers for Windows 10. In addition, new scenery items such as candles and loot were added in all levels. These additions provide an improved ambiance, especially in the later levels, and double as clues for the dungeon.
We wanted to add controller support to give off the old-style console dungeon crawler feel. With our current partial controller support you will be able to look around, use all the attacks, block, run, select objects, switch weapons, access various menus, sheath your weapon, and basically do anything you could do with the keyboard and mouse outside of the menus.
For the menus, you have complete control of the inventory, character sheet, clue menus, and NPC discussions by using the D-pad and “A” and “B” buttons to select and cancel respectively. You can also overwrite the auto save and load that auto save with the controller. Unfortunately, the options menu and the character customization menu at the beginning of the game won’t be accessible by the controller but still can be used by the mouse. Lastly you can change the look-around sensitivity for the controller by modifying the Mouse/Controller sensitivity setting in the options menu. Overall, using the controller should provide a fun and retro feel to the game if you want to use it.
We also added another layer of various art and effects throughout the game. The idea was to give the entire game a few more sprinkles on top. The main thing was more effects primarily in the form of various types of candles. However, these art additions are not just for game feel. The effects serve as clues on where to go and what you might encounter as you move further in the dungeon. The strategic placing of the effects combined with the art creates a whole new feel for certain sections of the game.
Lastly due to due to the many requests we have received, we wanted to let you know that we intend to work on the map as a primary feature for our next update. There will be a map for each level in addition to a few new unique surprises. We hope to have the new map feature out late February.
Here are the full details of the update:
Implemented partial controller support for Xbox 360 and Xbox One controllers
Updated the Help page with controller button info
Added scenery and effects in the Battlements
Added scenery and effects in the Library
Added scenery, loot, and effects in the Smithy
Added scenery, loot, and effects in the Royal Chamber
Added scenery and effects in the Mines
Added scenery and effects in the Alchemy Labs
Changed some enemy types in parts of the Library
Fixed various minor bugs
Sample of new scenery in level 2 (Library):
Sample of new scenery in level 4 (Royal Chambers):
Sample of new scenery in Level 1 (The Battlements):
Thanks for all the feedback and we hope you enjoy the update!
Castle Torgeath 1.0.5 is now available
Hello everyone!
We have made some minor scenery/balancing additions in level 1 (The Battlements) and fixed two issues. The first issue was a lighting error when brightness was changed while the torch was out. The second happened when the player was killed and the game was restarted from the beginning rather then from your AutoSave file. Thanks for all your feedback to make the game better!
Castle Torgeath 1.0.4 is now available
Hello everyone!
We have made more scenery improvements and fixes based on your feedback. We improved voice overs for some characters in the game (e.g. friendly orcs) and made the hidden rooms and spells a little easier to find and look better. We also added some new scenery in level 2 (The Library). Finally, puzzle levers now move faster and have a unique "busy" sound which may sometimes be heard when you press multiple puzzle levers or open/close doors too quickly. Thanks for your feedback and let us know what you think!
Castle Torgeath 1.0.3 is now available
Hello everyone!
We have made some additions and fixes based on your feedback. Completing the game in rogue mode will now also get you the normal and hard mode achievements. The inventory now indicates full weapon hit values in all cases including RPG attributes and when you have special powers. We also fixed some issues with autosave files and setting options. Finally, we added a Stats Guide for the game on Steam.
For the achievement changes, you will now get your difficulty’s achievement as well as all the ones from the lower difficulties when you win the game. If you have a preexisting achievement, all you’ll have to do is go back to your last save and finish the game.
The changes in the inventory now allow you to see more detailed weapon stats. Previously, the stats showed base and RPG values. They are now changed to factor in when you have a power up from the Phantom Trader. The change means you can now accurately see what your weapon damage is at all times.
The autosaves were experiencing issues in some cases but are now fixed. In addition, we also made enhancements to the way sound works to prevent volume mixing when changing just SFX or music settings.
Lastly we created a guide filled with stats together with other number goodness. Now you’ll be able to number crunch very efficiently and become more powerful in the game. A link to the guide is available near the bottom.
Here are the full details of the update:
Rogue Victory Achievement also gets you Normal and Hard Victory
Hard Victory Achievement also gets you Normal Victory
Inventory weapons indicate actual hit values in effect (special powers)
Inventory spells indicate actual hit values in effect (special powers)
Fixed auto save failure in some unusual cases
Difficulty mode only enabled from Main Menu
Audio option for SFX and Music Volume no longer related
Added Stats Guide on Steam
Fixed several minor bugs
Here is the link to the guide: https://steamcommunity.com/sharedfiles/filedetails/?id=833121319
Thanks for all of your support and feedback!
Castle Torgeath 1.0.2 is now available
Hello everyone!
Due to popular request we wanted to make it easier to explore around the dungeon. To accomplish this we reduced the rate you starve by half and made your torch last longer. More to come next month. Enjoy!
Castle Torgeath 1.0.1 is now available
For this update we made it easier to interact with wall torches and relight your torch. This is now easier especially if you turned your reticle off. We also changed the default keys for both HUD and reticle toggle to "." and "/" respectively.
Castle Torgeath 1.0.0 Our Full Release
Hello everyone!
After three years of development we are finally ready with our full release of “Castle Torgeath: Descent into Darkness”. We could not have made the game without a lot of help from some really talented 3D modelers, artists, and voice actors.
For this release, we have added voice overs, Steam Achievements, and completed all art work in all six levels of the game. We also added our own custom phantom spirit that trades loot for power-ups. In addition, loot-fest and destructibility (with some new twists) have been finished. Finally, we made improvements to combat feel, enemy operation, and performance.
There are many strange things you will encounter inside Castle Torgeath including our new phantom spirit character. Stuck in a corporeal form, he needs several items within the castle to potentially become normal again. In exchange for terrestrial objects you may find, he can grant you powers such as an aura that makes your weapons stronger or magic armor that can reduce the damage you take from enemies. He is tethered to the castle but can appear anywhere within allowing the player to look forward to putting his loot to good use.
The largest part of making the game complete was adding all the fun and interactive finishing touches throughout the game. We added many different destructible objects in all the levels so the player can have fun smashing stuff to pieces. We also added and balanced more loot types and loot in general so that there will always be something to collect and use. Some examples of new loot types are paper, gore, and unrefined ore. In order to give more oomph early on, we got some talented voice actors to narrate the start and end as well as bring the NPCs to life. Lastly what is a game without achievements to strive for? So we decided to add 14 new achievements to give the player something to work towards as they progress throughout the game.
The final things that were done was increased performance, some improvements to combat feel, and enemy behavior. In the combat feel department, we made the animation speed for attacks just a little more responsive and faster so you’ll be able to feel it more when you connect hits with the enemies. As for performance, our own optimization technique parameters were readjusted so the game runs more efficiently. Finally, we increased the enemies’ responsiveness around objects so that they move smoothly when navigating around them.
Here are the full details of the update:
Added 14 Steam Achievements (e.g. Normal Victory, Rogue Victory)
Finished adding loot in all six levels
Finished adding destructibility in all levels
Added voice overs for start and end of game
Added voice overs for all NPC conversations
Added loading screen and progress indication
Added new phantom spirit that trades loot for power-ups
Added HUD indication for time remaining for power-ups
Added melee hit strength power-up
Added armor power-up
Added spell strength power-up
Improved combat feel by adjusting player attack animations
Improved enemy motion around obstacles
Improved performance
Fixed several minor bugs
Sample of new scenery in level 6 (Alchemy Lab):
Sample of new scenery in level 5 (The Mines):
Screenshot of our new phantom spirit character:
A big thank you to Black Shell Media, Jimmy Dali, Zuejin Gaming, Game Bubbies, Tartarus Cast, Surv Shooter, Zaxtor99, DeliciousRick, all of our QA testers, and our fans who have supported us through the dev process. Thanks for your feedback and support. Let us know what you think and we hope you enjoy the game!