Covenanted cover
Covenanted screenshot
Genre: Simulator, Indie

Covenanted

Red Cross donations

Hello everyone, Coscom is here

At this terrible time, we don't want to stay away. Yes, GameDev should be out of politics. But there are exceptions, so the team decided to send 30% of revenue share from the game to the Red Cross as a voluntary donation. It's the least we can do right now

We will post charity reports every month

All the best and strength!

Release Covenanted: Prologue

BACK TO THE ORIGINS

Well, we are ready for the first release stage of the project Covenanted: Prologue!

In this project you will find:
1. The mysterious backstory of the Witch trapped by the Devil
2. Fun combat mechanics with spell drawing and ingredient mixing
3. Various characters hand-drawn by our artists
4. Fun quests will not take much time, but add variety to the gameplay
5. Musical arrangement from the folk-rock ensemble Argemonia
6. A cat, a cauldron, a bell and a whole chest of various items



The goal of the Covenanted: Prologue project is to introduce you to the Covenanted universe through a small but very fun game. The CosCom AG team tried to keep the general style of the main project in the prologue, but completely change combat mechanics and social interactions

Chao, friends! And have a nice game

Gameplay update

According to critics, the past concept of gameplay was the weak point of Covenanted. We have to move the project release date, however, we are quite sure that it is necessary. Thank you for staying with us!

For this occasion, we've also updated the description and visuals.

Updated combat system


We have moved from real-time battles to a turn-based system. In battle, the witch uses combat alchemy: with the help of recipes and available ingredients, she brews potions, conjures and summons magical entities to her side.



Redesigned interface


The interface has been redesigned to meet the needs of the new combat system: it has become less cumbersome and more understandable for the user due to color differentiation.

More rogue-like mechanic


Instead of ready-made templates, we chose procedural generation of a global map and filling locations, issuing awards and random events.



New opponents


We received a lot of positive feedback on the visual style of the game, so we decided to expand the number of creatures and locations they live in.