Forge Quest cover
Forge Quest screenshot
Linux PC Mac Steam
Genre: Role-playing (RPG), Adventure, Indie

Forge Quest

Future Of Open Realms & Survey Results

I would first like to thank everyone who participated in our first and second survey. We honestly didn't think we would get as many responses as we did. This data has been critical to us in making our decisions about how we are going to move forward and we appreciate your involvement.

Instead of detailing it all here, I've made a post on the community page at the link below.
Results

Open Realms is a small team, and by that I mean it's just myself and Dave. Our first game Forge Quest took us four years to develop and in that time we learned quite a bit about ourselves, the community, and also plenty about game design. What we originally planned for our game all the way back then is very different then the game we ended up with. We are quite proud of what we made, yet there are many ideas that have been left unexplored.

After a few months from officially releasing Forge Quest, things began to settle down and we started to come back to some of our old ideas. We saw all the things we weren't able to do and finally had the time to begin exploring them. However, we quickly realized although these ideas are great, they would fundamentally change Forge Quest into a completely different game. It would be unfair of us to destroy the experience people already enjoy and we have worked so hard to create.

This is why we decided to take everything from Forge Quest and began working on it as a new title. Set in the same world and very close to in spirit to Forge Quest, but not a direct sequel. (Unofficially we call it Forge Quest 2: The Search For More Chickens).

Without promising anything, because anything might change as we design, I will share with you where our heart is with this new project.

First and most importantly we want to make the Forge Quest experience one of an open world. We want to achieve this is two major ways, both geographically as well as in the core of gameplay.

Our plans currently revolve around a large procedurally generated continent that will feature towns, quests, and points of interest to explore. This will also focus on varying types of terrain that may require tools like hang gliders, grappling hooks, or mounts to traverse.

There will still be a large focus on combat and dungeons with challenges for you and your friends. However we would also like to introduce gameplay elements that give you choices in how you play. Things like sneaking, thievery, merchant trading, and other unique ways to interact with the world. Our hope is to edge away from stat grinding and more towards activities that are enjoyable to play.

Last but not least, we want to feature more story and culture surrounding the land. This may be done in quests, NPCs, towns and other significant locations. Our hope is that we can make the continent into a living and breathing place where you get to explore and learn to love.

We have a million ideas we would love to see implemented, but already the above is quite a bit of task for us to do. (Honestly I'm stressed just writing all of this, but I know we can do it. :D)

This project has been underway actually for a few months now. We have been exploring story writing, world building, game play design, artistic assets, just about everything under the sun. Right now we are still focused on the core of the technology that will end up running all of our content at the end of the day. We can leverage a lot of our previous technology and the lessons learned to make this project not take nearly as long to develop as before, but we don’t want to give out any dates or deadlines at this time.

As we move forward with developing this project we want to keep the community involved as much as possible. Heck, we are making the game for you guys so who better to be involved. Expect that we will be posting news here, but we are going to start moving more of our spoiler content to other sources. We likely will end up with a development blog, however for the time being we will be using the sub-reddit at the link below.
reddit.com/r/forgequest

If you guys do have any questions about the new project, or simply want to just talk about ideas you would love to see please post on the sub-reddit for now. We will be actively looking at it and will love to communicate directly.

Both Dave and I thank you for everything and we are glad that you are part of the Forge Quest community. We hope that we can continue to develop content that brings enjoyment and perhaps even a smile.

- Chase & Dave

Community Survey #2: An Open World Forge Quest

We are back with another survey for the community. This time we want to ask some direct questions about your play style and opinions about Forge Quest in an open world setting. We can't wait to see what you have to say.

Proceed to the survey here!

Thank you again for time. Here at FQ headquarters we have been working and tinkering harder then ever to make new great experiences. We have messed around with a lot of technology and ideas and are eager to show you more as we can.

If you would like to ask us questions directly or otherwise be involved in the community we invite you to our reddit page here.

May the chickens be ever in your favor,
- Chase & FQ Team

We want to hear what you have to say!

As Open Realms moves forward we want to make sure that our efforts are spent making the best game we can. This can be a difficult task, but we have found that keeping an open ear to the community is the best way to proceed.

In our effort to continue this, we created a survey asking about your experiences with FQ as well as what features you may want to see in the future. We want to hear what you have to say and would appreciate if you would take some time out of your day to let us know.

Survery Link

Thank you for being a member of our community. We will continue to strive to bring your fun and entertaining moments!

- Chase

Update 1.56.5 (Spooooky Ghosts)

Added a little Halloween content right in time for the end of the month. In the swamp overworld there is now a graveyard, check it out and you might find some spooky things.

Note: To get to the content you will either need to rebuild the world from the character select screen.

We also did a few minor fixes. The main one being that poison no longer makes mobs produce more loot.

As always, if you have any questions or experience any issues with the game please let us know. E-mail us at support@forgequestrpg.com or let us know on the forums.

Have a Happy Halloween!

Release 1.56.2

A number of bugs have been resolved. We thank the community for letting us know about these issues.

Bug Fixes


- Fixed crash with lockpick minigame
- Added fix for character becomming stuck if they die and then kill the boss while dead. (It's possible)
- Fixed issue that could cause crash when drag/dropping item
- Fixed items that have procs not retaining those procs after saving/loading the character
- Fixed issue that caused dropped item on OSX to sometimes be invisible
- Fixed crash when you die but spawned chickens are still attacking for you

Small Additions


- Ability to quick buy/sell with shift key and single left click

As always, if you have issues with the game please feel free to let us know on the forums or e-mail us directly at support@forgequestrpg.com.

Release 1.56.1

Today's update fixes a number of bugs that had been brought up to us on the forums.

Fixes



  • Fixed several achievement bugs. A few were brought up that had individual issues. There was also an issue with achievements not working the first time you created a character.
  • Improvements have been added to the Inventory widget which was causing slowdowns. These changes should fix the issue.
  • Added ESC command back to the pop-up dialogs so that they close properly.
  • Now able to shift-click in inventory to perform action that normally would happen with double click.


As always, if you experience any issues please let us know on the forums or by e-mailing us directly at support@forgequestrpg.com.

Release 1.56

With a few extra tweaks we finally decided to release the beta features branch that we have been working on to the main branch. Below are the most major ones of note.

Endless Dungeon


A new gametype "Endless" is now available to all characters. This mode allows you to endlessly travel the dungeons, without any story or overworld to get in your way. Each level is random from the dungeon types in the game, and every 5 levels you will fight a random boss.

Monster Difficulty


When in game, you are able to choose a monster difficulty modifier from the options menu. This modifier affects the damage monsters both give and receive. A great tool for players who want a little more or less difficulty to the game.

Character Balancing


A large number of items and abilities have been modified to bring balance to some of the builds available. You are still able to make quite powerful characters, but some strategies will take a bit more work then previously needed.

Monster Balancing


A number of monsters have been modified to fit the game better. Some of these being minor tweaks, but also more advanced features like combat circles, they make melee combat with a large number of melee monsters more engaging.

If you experience any issues with the game or otherwise have questions feel free to let us know here or e-mail us directly at support@forgequestrpg.com

Beta Features - 1.55.15

Pushed a small update to fix a few things that were brought up in the beta features branch.

- Fixed, error when rebuilding or creating a new world for an existing character.
- Fixed, you can now get through doors without lockpicks. This was needed since in endless mode you could be immediately put into a dungeon with locked doors but no lockpicks, or worse run out. Lockpick game still exists, but rewards XP depending on number of theoretical lock picks you break.
Fixed, minor typos in some text.

As always, if you experience any issues with the game please let us know on the forums or e-mail us directly at support@forgequestrpg.com.

Beta Features - 1.55.14

Another update to the beta features build. The endless feature has been working good, so it's likely that as long as no other issues creep up we will be soon releasing all of this to the main branch.

Changes


- When in endless dungeon mode, down stairs will now ask if you want to go down a level or stay on the same. If you stay on the same, it will generate a new level at the same depth and monster power.
- A new melee pursue/attack logic has been implemented. Most melee only enemies now use this logic. Instead of all piling in and attacking, they will engage you in a battle circle, and only a few at a time will come forward to attack you. Most noticeable in large groups of melee enemies.

Bug Fixes


- Fixed boss fights in story mode
- Fixed issue that prevented a lot of misc gear from dropping. From now on you should start seeing a lot of other interesting gear appear that wasn't there before.
- Shield now correctly displays big numbers in hover inspector
- Fixed, having block & interact bound to the same key will no longer interfere with entering houses/dungeons
- Fixed, dying when blocking would make the character stay in idle animation
- Fixed, default button in input prefs didn't work
- Fixed, stag beetle was doing huge amounts of damage

Beta Branch 1.55.13 - Endless Dungeon

This update to the beta branch now includes our initial implementation of the endless dungeon mode. This mode will let you travel the dungeons endlessly, a random level being chosen each time, with a random boss on every 5th level. You can switch back and forth from endless mode to story mode as you wish.

If you wish to check out these features you will need to opt into the beta features branch. If you plan to do this BACK UP YOUR CHARACTERS! To do this.
- Right-click Forge Quest in Steam and select Properties
- Go to the Local Files tab
- Select Browse Local Files
- Copy the /characters and /worlds folder to somewhere safe

Keep in mind the beta features branch is for Windows only, when the features are released they will be for all platforms.

The beta branch has been moved to "beta_features", no password required. To access this follow these steps...
- Right-click Forge Quest in Steam and select Properties
- Go to the Betas tab
- In the drop down list, select "beta_features"
- Steam should then update you to this branch

Changes



    <*>Endless dungeon mode added.
    <*>Runes can now be combined with all colors again, however opposite colors give a smaller amount of value.
    <*>King Frost Wolves no longer heal each other, only other monsters
    <*>Wolf spawn caves now spawns 3 total, and goes away when done
    <*>Beetle spawn now spawns 5 total, and goes away when done
    <*>Armor pierce runes & perk have been buffed.
    <*>Monsters now just have armor or no armor, not variable (light/med/heavy)
    <*>Re-balanced monster armor, much less noticeable in earlier difficulties