today, the annual Assemble Publisher Sale kicks off. Time to save big time on Roadwarden. If you haven't picked it up yet, now is the time! You can save 50% on Roadwarden!
And if you haven't seen it, there's a tiny little gem available since last year called Windy Meadow - A Roadwarden Tale. It's part of the Roadwarden universe and was a project of the heart for Aureus, the developer behind it.
Also, if you enjoy Survivors-like and Roguelite games, we got something special for. Today, the free version of the recently announced Asgard's Fall (Wishlist now!) found its release. Go and check out Asgard's Fall: Origins right away:
Fellow Roadwardens and those who'd like to become one: now is your chance to get your hands on not just Roadwarden but 9 other fantastic games that shine with story richness.
We're extremely happy to be part of such a superb selection of games. Hooray to everyone.
Enjoy!
Vote for the Roadwarden!
Here's a call for vote for all fellow Roadwardens out there.
Today the Steam Awards 2023 Editions kicks-off, and you can vote for Roadwarden in the Labor of Love category.
It's over a year ago since the release of Roadwarden, and what a fantastic journey it's been - all thanks to you! Your feedback, comments and love for Roadwarden is immensely valuable to me.
Back in September, when Roadwarden celebrated it's 1 year anniversary, I released a comprehensive update that included not only bug fixes or community wishes but some new content on top as well as an extensive dev blog post. It's all because of you, you made that possible.
Windy Meadowđż is my collection of slice-of-life stories set in Roadwardenâs fantasy world. In this Visual Novel, you help Vena, Fabel, and Iudicia decide what matters to them the most, and how they see their community. And itâs now available on Steam!
I'd be more than happy if you give it a try. And do not hesitate to share your thoughts and feedback.
some mean bugs were hiding in the recent Anniversary Update, but I managed to tackle them rather quickly. Therefore, sorry for any inconveniences caused by this - and thank you for sharing feedback, bug reports and love, of course.
Here's a brief changelog for this rather small patch:
There has been a major bug that blocked some of the players from selecting the main quest for their character. Specifically, it affected the playthroughs that selected a custom difficulty setting (one that's not among the prepared presets) and didnât skip the prologue section. Because of this, those players are going to omit a large part of their narrative arc. The bug has now been corrected, but, sadly, the only option to fix it in your playthrough is to start the game from the beginning.
Fixed the bug tied to the scholar's Knowledge in the new quest.
Fixed the bug tied to typing either "{â or "}" into the journal notes. These punctuation marks are no longer available.
Fixed the exploit that allowed the player to use an item they had already sold, or given away.
The players who skipped the prologue will likely have a broken character sheet display. This can be fixed by:
Iâve been on a few adventures since Roadwardenâs release, but once the dust had settled, I realized there are still a few issues with the game I wanted to address. This Anniversary Update isnât meant to make my game perfect, or to fix all of its weak points, but I do hope it will work as the proper âthank youâ - thank you for all the support youâve shown for my work, for purchasing my game, for spreading the word, for your fanarts, for your bug reports, for the editing tips...
Because of the new changes, now is the perfect opportunity to check out Roadwarden - no matter if you're a new or returning Roadwarden.
New Ending (SPOILERS AHEAD)
If you have played Roadwarden at least once all the way through, you know how it ends. You return to the city, get to see the results of your actions, and find out whatâs your characterâs epilogue.
The most common request for the game was not to rewrite or redesign this ending, but rather to add some sort of an alternative. An option to completely abandon the gameâs main quest, and to help the people of the North remain independent. And even more so: to allow the PC to stay in the peninsula.
This option is now a part of the game, and I must say: writing it was cathartic.
It took some time before I figured out how to introduce this epilogue smoothly. Most of the gameâs largest quests are all circling around the PC convincing the locals to join the city. Without this quest, various storylines end up in nowhere, and also PC loses any sort of authority they could previously have as the official roadwarden of this realm.
The solution I invented ties this epilogue to the gameâs last choice: instead of returning back to Hovlavan with Tulia, you can select to betray the merchants and stay around. To unlock this option, the player needs to be invited by at least one of the peninsulaâs factions - an event that is now more common, since, in the past, two of the possible invitations were limited to the characters whose personal quest was to Find a New Life.
This ending is much more lethal than the previous one. Limiting the cityâs influence keeps the roads untamed, and the key to reach the more optimistic resolutions for the locals is to help them overcome their grievances throughout the game. So, for example, failing to get rid of the undead or to save Old PĂĄgos will limit the epilogue to its lowest âtiersâ of completion, while keeping Thais in power is going to stop the player from uniting all of the tribes.
One could argue that having the new ending makes the gameâs story weaker, less interested in the merciless colonization orchestrated by those with tools to go unpunished - and if so, itâs because of my weakness as a writer. But I do hope that having this option makes sense in the context of how the PCâs journey may affect them, and I tried to strike a balance by making this route much more difficult to complete.
Reading some of the new paragraphs during my first test playthrough made me tear up. This type of a good bye to the characters I came up with years ago was so rewarding.
Old Ending Updated (SPOILERS AHEAD)
At the same time, I tried to make the main, city-involving epilogue a bit more responsive. Aside from the tiny rewrites, I wanted to make some of the more tragic endings take into consideration the PCâs wealth, combat experience, and / or equipment.
Usually, this doesnât make the previous âgood endingsâ even better, but rather makes the past âbad endingsâ a bit more bitter-sweet and plausible.
New Difficulty Settings
I used to be quite happy with the old difficulty options offered by Roadwarden. By introducing the time constraints, I tried to make a game that encourages the player to embrace their limitations.
But after a year of having it in the open, itâs obvious that the game fails at explaining its intentions, and aside from that, thereâs a ton of help out there for those who feel stuck and annoyed with their difficulty mode. I saw people using guides, forums, or simply changing their time limit with the console commands.
The additional difficulty settings are meant to help the players customize their experience without alt tabbing to seek additional help. This feature allowed me to introduce one of the most requested difficulty modes: to have the game using a completely neutral set of rules, while also removing the time limit.
While itâs not a set of rules Iâd personally recommend, I believe my artistic experiment reached its end, and it wasnât entirely successful. This time, I offer the players greater flexibility.
Since many players are already familiar, or even very familiar, with the opening section of the game, thereâs now an option to skip through the entire âtutorialâ all the way to the point where you get to decide if youâd rather head west, or east. Itâs not entirely flexible, especially when it comes to establishing the playerâs relationship with Tulia, but as a simplification works just fine enough.
New Side Quest (SPOILERS AHEAD)
Sadly, some of the gameâs characters, places, or items wonât ever be expanded as much as they could or deserve. I lack the additional 6 months I could use to connect all the loose threads.
But there was one section of the game I felt was especially lacking in content, and the new quest, called Thyrsusâ Wand, is going to make some of these gaps more satisfying. Itâs not a massive quest, but at this point, adding anything to the game takes a lot of effort, and I hope it will fit the other tasks as if it has always been a part of the core game.
Notepad
Since I know nothing about programming, it was actually my betrothed who coded this part for me. Thank you, Joanna.
From your Journal you will now have access to creating, editing, and removing your own notes that are going to be stored for you not in your save file, but rather in your game files, allowing you to use them across all of your saves and playthroughs. While itâs going to be less practical for the players who share a specific piece of hardware with others, I expect this to be a welcome feature for those of you who felt like you were in need of pen and paper at all times.
And all the rest
Upon the gameâs release, it turned out to have plenty of bugs, typos, and awkwardly phrased bits. Also, every now and then, Iâve been adding small adjustments, such as the new tutorial tips or tiny interactions, and the Anniversary Update is containing all of these updates and more.
These additions are not spectacular, and the largest one adjusts the gameâs infamous Dolmen that tends to be at the very top of the search results tied to the game. The puzzle was just not as responsive as it should be, and right now is not only going to react to more actions - and also to actions that are phrased in ways I didnât come up with before - but also has opportunities to give the player more information in exchange for time.
Other examples would be: adding more characters you can ask about at Pelt of The North; adding more information to the journal; reordering the gameâs settings so that they are easier to look through.
Thank you for taking a look at this devlog! There are going to be some humble patches once I hear about new bugs to fix, but this is likely the last content-heavy expansion for Roadwarden.
In the meantime, another journey of mine is reaching its end. If you liked Roadwarden, please go and check out my Visual Novel, Windy Meadow. Which is going to be released soon on Steam. Set in Roadwardenâs fantasy setting, itâs a remake/reimagination of my very flawed first draft of the game that was released all the way back in 2018. But this time, Iâm making it right.
So if youâre interested in a melancholic, gruesome, yet cozy story about choosing your path and being a part of a small community, how about adding the game to your wishlist?
And last but not least, I want to close this first devlog with a picture from a great artist called White Mouse who sent me a picture of a Roadwarden based on his imagination; big credits and thank you for your passion!
Happy Anniversary Update!
Greetings, and welcome to Roadwardenâs Anniversary Update!
While i was working on my next project, a fantasy visual novel called Windy Meadow - A Roadwarden Tale, I also had quite some ideas for Roadwarden as well. Thus, I've prepared a rather chunky update for all you Roadwardens out there - for simple but heartfelt reasons:
I wanted to thank you all for spreading the word, and for making my game what it is now. Thank you for all the feedback, advices, and the bug reports you sent my way. I don't know what my life would look like right now without your help, dedication, and love.
Long story short, here's some info about the Anniversary Update:
A new ending, as well as some updates to the old ending.
The in-game notepad is now shared across all saves.
Additional difficulty settings, including the option to skip the opening section of the game.
A new side quest tied to Thyrsus.
A few slight adjustments and tweaks to both the UI and some areas.
This update contains all the additions and bug fixes introduced to the game over the year, so it will feel a bit different to what it used to be upon the release.
IMPORTANT NOTE:
if you've just started a new playthrough, that save won't be compatible with the changes and new stuff implemented with the Anniversary Update. So, if you want to continue your existing savegame, please make sure to activate a dedicated beta branch on Steam which we've just created for this purpose.
To do so, just right-click Roadwarden in your Steam Library and select Properties. Click the Betas tab and choose the public-pv branch from the dropdown menu.
If you want some deep-dive information about the Anniversary Update, make sure to check out my first Post Release Devlog here - hopefully it's a good read - just click the image below:
I hope you'll enjoy the update, no matter if you're a new or an old Roadwarden.
Thank you again, Aureus
Roadwarden is part of the LudoNarraCon & exclusive Broadcast!
Do you love narrative video games? LudoNarraCon is a global, digital convention celebrating narrative video games, the talented people who make them, and the fans who love them, hosted on Steam.
You can also watch us play Roadwarden in the Broadcast!
Windy Meadows - A Roadwarden Tale's free demo out now!
Windy Meadow â A Roadwarden Tale is an interactive slice-of-life visual novel about choosing your own path. Help three protagonists make the most important choices of their lives. Featuring a multitude of hand-crafted characters and a richly detailed village set in the Roadwarden story world.
The currently available free demo will introduce you to one of three protagonists of the game, Vena. During the first chapter, your decisions matter. Will huntress Vena depart the harmonious but harmless village and leave her family behind in pursuit of riches with a merchant guild? Not to mention, there are big footsteps for her to follow, as her father is the iconic and skilled hunter of her village, the sort tales will be told about!
Watch the announcement trailer for Windy Meadow - A Roadwaren Tale
A Story Unfolds: Unlike most visual novels, Window Meadow replaces the majority of narration with animated character sprites. More than 99% of the in-game text represents dialogues.
Three Protagonists: Follow three very different protagonists and uncover their problems, fears, and the challenges they face. Their varying personalities make for interesting and complicated relationships with the multitude of moody side characters.
Choices Matter: From the seemingly small to the life-changing, choices players make can affect dialogue options, NPC feelings, and game endings.
Harmonious Living: Enjoy a serene storyworld rich in gorgeous views, gentle rivers, fertile lands, and welcoming forests. In Windy Meadow, even the beasts and dragons tend to keep their distance.
Windy Meadow - A Roadwarden Tale will be released on PC via Steam in 2023.
Windy Meadow - A Roadwarden Tale Brings Coziness and Melancholy to PC
A Decision-Based Narrative Adventure That Seamlessly Weaves Coziness and Melancholy
The storyworld of Roadwarden is officially expanding. Coming later this year to Windows PC, Mac, and Linux, Windy Meadow: A Roadwarden Tale invites players on a familiar-yet-new âslice of lifeâ adventure where every decision matters on the quest to forge a noble path. An official counterpart to acclaimed text-based RPG Roadwarden, and a remastered re-release, Windy Meadow is another beautifully written, engrossing entry in a bold, distinct world.
Watch the official trailer for Windy Meadow - A Roadwaren Tale
About Windy Meadow - A Roadwarden Tale
Featuring a multitude of hand-crafted characters and a richly detailed village in a fantasy setting set in the Roadwarden storyworld, Windy Meadow - A Roadwarden Tale fully submerges players in the day-to-day goings on of this small community. With animated character sprites taking part in heart-warming and sometimes dramatic scenes, set to a soaring and atmospheric musical score, this is a full and complete visual novel that has been crafted with care by the developer.
Over the course of three interwoven stories, players will be introduced to protagonists Vena, Fabel, and Ludicia, three citizens of the sleepy and serene village Windy Meadow, as they navigate grand life choices regarding their futures.
Will talented huntress Vena depart the harmonious but harmless village and leave her family behind in pursuit of becoming a roadwarden? Can Fabel finally embrace his talents, ditching the figurative shackles of his difficult past as he chases his dream of becoming a famous bard? And will outsider and herbalist Iudicia take hold of her love life, choosing not to marry a man she doesnât really love at the risk of leading a lonely future?
In this immersive story where choices matter and can affect dialogue, events, how NPCs perceive the protagonists, and how their tale ends, players will have to think very carefully about each path they take.
A Story Unfolds: Unlike most visual novels, Window Meadow replaces the majority of narration with animated character sprites. More than 99% of the in-game text represents dialogues.
Three Protagonists: Follow three very different protagonists and uncover their problems, fears, and the challenges they face. Their varying personalities make for interesting and complicated relationships with the multitude of moody side characters.
Choices Matter: From the seemingly small to the life-changing, choices players make can affect dialogue options, NPC feelings, and game endings.
Harmonious Living: Enjoy a serene storyworld rich in gorgeous views, gentle rivers, fertile lands, and welcoming forests. In Windy Meadow, even the beasts and dragons tend to keep their distance.
Windy Meadow - A Roadwarden Tale will be released on PC via Steam in 2023.