Sine Requie: Snake Eyes cover
Sine Requie: Snake Eyes screenshot
Genre: Role-playing (RPG), Adventure, Indie

Sine Requie: Snake Eyes

Dev Blog: Combat Fix

After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo.

It will now be possible for you to skip combat animations through a simple left-click, allowing battles to flow faster.
Needless to say, by doing so you won't be able to enjoy the good times when a Dead chews off bits of your flesh, but hey, getting to the part where these demons-on-earth wipe the entire group will now take WAY less time.
Happy now?

Dev Blog: Cinema & spaghetti

Movies, just like paintings, were quite the source of inspiration for Sine Requie: Snake Eyes. Many plot elements and characters have been influenced by Italian horror movies from the 70s, such as Dario Argento's "Profondo Rosso" and "Suspiria" along with Pupi Avati's "La Casa Dalle Finestre Che Ridono", on which the map for Sant'Ezechiele was based (this is the village visited during the demo). The picture below shows the character Don Avati alongside the priest from "La Casa Dalle Finestre Che Ridono" played by Eugene Walter.



The game's soundtrack was inspired by legendary master Ennio Morricone, especially the tense duels from "A Fistful of Dollars" and "The Good, The Bad and The Ugly" which you can find in the video below:
https://www.youtube.com/embed/aJCSNIl2Pls

And here's the music from Sine Requie Snake Eyes
https://soundcloud.com/luca-bellini-839032297/faces-of-evil

Dev Blog: Chapter End Summary

One of the demo's next updates will feature the Chapter End Summary, which we are currently working on!

The Summary will list all the main choices you made over the course of the chapter, including the consequences of your actions, so that you may easily understand how your adventure has progressed.

Additionally, the Summary might include some clues concerning the paths you didn't think were available, prompting you to play again and do your best as Inquisitors.

Dev Blog: Madness and Levels

In "Sine Requie: Snake Eyes" you'll have to pay close attention to the Mental Sanity of your characters given how stress, shocking experiences and the horror of the Dead will put their resolve to the test.

When Mental Sanity drops to zero, the character will be considered exhausted when it comes to combat and recovery, and they will risk gaining a negative trait which will hinder them from that point on, imposing a penalty on certain tests and adding new dialogue options.

The more frequently Mental Sanity drops to zero, the more likely it will be for the character to suffer those negative traits, so keep an eye on that and make sure to bring some Luxuries with you in order to regain Sanity!

Dev Blog: Traits

Each character in "Sine Requie: Snake Eyes" is defined among other things by a series of Traits that may help or hinder them depending on the context. Traits and personality are determined by the character's role and by a tarot card, called its Dominant Tarot. Each trait is part of a larger category, allowing you to replace a fallen comrade with another character that, while being a different person, possesses similar abilities.

Furthermore, these larger categories are useful when determining how a character's traits can influence a test: having several traits belonging to an applicable category will increase your chances!

Dev Diary: Night/day mechanic

Your mission will be of utmost importance, and you will often face the dangers of Night along the roads of the Sanctum Imperium. "Sine Requie: Snake Eyes" will feature a night/day mechanic which will shape your game and convey a feeling of time passing.

You will choose when to travel and when to stop: at night you might go unseen or boldly march under the light of torches, but this will deplete your supplies - which you will need money to restock.

During the day there will be no light issues, but you might encounter brigands or spies; however, Toll posts will be open for you. Regardless of your strategy, you will need to carefully plan when to move and when to rest, if you want to complete your mission in time!


Dev-Blog: Encounters on your Journey

We are currently working on adding random encounters! While encounters at key locations will be strictly tied to your choices, some adventures (or misadventures) may take place at non-predetermined moments anywhere on the map.

Be it a providential encounter with an herbalist monk, a sudden storm across the mountains or a brigand ambush, you'll not be left without surprises on your journey. Each game will change depending on your choices and the whims of fate!



Dev Blog: Save System

In Sine Requie, to valorize players choices, the game auto-saves every time a narrative section is over.
In case of the Inquisitor Mazzoni unfortunate departure, your adventure will re-start a step before the fatal one.

Moreover, multiple chapters compose the story and it is always possible to load back at the start of the current one, at least at lower difficulty settings...

Patch Notes:
The Inquisition is admired by the perseverance of all players and content creators who bravely played the Demo up to the end without any save game option!

- Added SaveGame system to the Demo. Note that restarting the current chapter means to start a new game ( the Demo is one chapter only!)
- Added possibility to change language at any point in the game
- Added audio general volume
- Small bug fixes