Snares of Ruin cover
Snares of Ruin screenshot
Genre: Role-playing (RPG), Adventure, Indie

Snares of Ruin

Pegasus sequel development update 6

Hello guys.

Thought it's time for another development update of Pegasus sequel. I've had more free time this summer than in the months before it and so managed to get a good pace on the game's development. In this development update I want to talk a bit about some of the gameplay mechanics that will be in the game, aside from the romance building that we've already talked about.

Firstly, during some of the areas, we'll get a choice to decide on which teammate or teammates to bring along. Usually it will be a choice out of 3-4 allies. This will have some effect on what we'll be able to do in the area. Some options will become available when we have a certain ally in the party. Of course there's no right or wrong combination of allies to bring. This is simply to provide variety on how some of the situations can be tackled based on who we bring along.



Another system the game has is the morale system. Those who have played the first game would remember this. However, in the first game the morale was like a currency - you could spend it. Here morale is more like a variable and is used at times for skill checks. So, if the character has enough morale, they'll perform the action, and if not, then they won't perform it. These instances aren't too numerous so not to gate off the players from too many actions, but they will come up from time to time. The morale also plays a role in the romance-building. If we want to spend romantic time with someone with whom we've not built enough of a connection yet (romance points with that character are still low), then we might be able to convince them if their morale is high enough. Do watch out though - many things that we say and do in the presence of a character will affect their morale.

We've already covered the 4 skill attributes system in one of the previous development updates. That one has stayed the way it is from the start of the development.

A couple of other systems I've introduced into the game which I am a bit unsure about at the moment and need to put more work into are the suspicion system and the character health system.

Suspicion points we acquire if we do some actions that are considered criminal. Usually this involves things such as attacking and knocking out police officers. I am planning to have suspicion rating impact some of the late game events.

Character health only applies to the two playable characters - Edan and Ethyra. Some actions and situations cause us to lose some health points. If the character gets too injured over time, some of the actions will become gated off to them. The character health will never drop to zero to give us a game over. Rather it will just impact which actions will be available during the scenes.

Thanks for reading this far. I have something special related to the game that I'll hopefully showcase to you all pretty soon. Possibly in the next development update. Many thanks for the support!

Pegasus sequel Steam store page is live

Hi guys. So I've finally put together the Steam store page for Pegasus sequel with screenshots and description. Feel free to wishlist it. So far I set the release date to 31st of August, but this will likely change depending on the pace of development. The game could potentially come out earlier or later than that, but I'll keep you informed every step of the way.

Here is the link to the page:

https://store.steampowered.com/app/1633740/Pegasus_Broken_Wings/?beta=0

Thanks again for all the support!

Pegasus sequel development update 4

Hello everyone!

I hope you've all had a great start to 2021, irrespective of the crazy situation in the world. Before I go on with this update, perhaps I should wish you all a happy 'Snares of Ruin' release day, which came out 3 years ago today, and from the positive reception it had, it substantially changed the direction of the games I've been making these past 3 years!

So, in this update I wanted to show you some of the 3D images of the in-game scenes. Since I've been making these in Daz3D software, I didn't need to hire an artist to do each individual image and only really needed to buy different 3D assets such as clothes and props for the scenes. This has been very efficient budget-wise. For this reason, I decided to put in more romantic scenes in the game, all done with 3D images. And by romantic scenes I don't just mean erotic ones, but also just casual dates and times spent with a romantic interest. On top of this, as mentioned previously, some of the main story scenes are also being done this way as 3D images so to create a more immersive atmosphere of the game's cyberpunk world. Top down 2D view has its limits in conveying the atmosphere, and these limits can be overcome with nice 3D images, I believe.



Thank you for stopping by to read this update. For now I am still hoping to release the game in spring this year, but if necessary, I might push the release date a bit further just so that the game can be as good as possible and does not feel rushed.

Thanks for the support and all the best!

Pegasus sequel development update 2

Hello everyone!

Thought I'd make another development update. The progress on the game has been nice and consistent over this past month. Wanted to take this time to put up a picture of the Pegasus crew and how they'll look in this sequel, seeing how I've got a different visual style for the character busts here (made with ePic generator + some photoshopping).



Also making more 3D scene images with Daz3D for the game too in a hope to give the scenes more immersion and to further bring the characters to life.



Perhaps in the next update I'll introduce you all to some of the new characters that were not in the first game.

Hope you're all staying safe and sane, and thanks for the support!

Pegasus sequel development update 1

Hello everyone.

It's been quite some time since I made updates on any of my game hubs, and development was indeed slow these months, not so much due to the virus situation, but more to do with work and other real life commitments. As some of you may know, I started development of Pegasus sequel late last year. Aside from lack of free time, I also was a bit undecided on some key aspects of the game and didn't want to rush it until I was sure with what the direction I'd be taking it in. However, it all has now fallen into place and the development is going at full speed. I originally expected to have the game come out sometime late this year, but now more likely it will be sometime early next year.

Now I'd like to talk a bit about some things about the game and to share some screenshots with you.

The story here will take place about a month after the events of Pegasus-5: Gone Astray. Unlike in the original, the events in the sequel will mainly be happening within a single city in a more urban environment. We'll have all of our crew members (I decided that canonically they all survive the events of the previous game) as well as plenty of new characters.



This time round we'll have 2 playable characters. In addition to Edan, the main protagonist of the original game, we'll also witness some scenes from the point of view of a female protagonist Ethyra, who is related to Aleira and Elosys from the original game. Both will have their own unique romance options (as well as a choice to romance each other).

I decided the gameplay will be a tad simpler. Instead of regularly levelling up our 4 core skills (Medicine, Technology, Athletics, Charisma), we'll simply pick two of them to be our main ones for the whole duration of the game's events (this goes for each playable character).



Last but not least, the visuals. Some of it will be different to the first game.

The character busts during dialogues (as seen above) will have a more life-like look and done with the help of ePic Character Generator (+ some photoshopping).

In addition to that, I've also recently gotten into Daz3D software and decided to put together the game's romantic scenes and some key story scenes as rendered 3D images for more immersion.



Thanks for reading all the way to the end! I'll try to post new development updates every now and again when I have some juicy new stuff to share.

All the best

Snares of Ruin 2 is now out!

Update v 1.03

Hi guys.

This is a quick update to the game. The following are the changes:

- Fixed a bug when leaving Evdokim's House investigation and receiving a call from Crane to trigger a cutscene near the Town Centre entrance. Previously, it was possible to trigger the call even if you chose not to leave the house area, which meant that it used to mess up the triggering of the scene later on. So now hopefully this won't happen anymore.

- Improved the look of some of the character faces. Previously when they were resized, some of the lines of the face weren't very smooth, so that's been improved now. (the following are characters this was done for: Gwen, Alzyra, Medina, Elyssa, Solane, Crane).

Thank you all for the support, both the new and the old players. The sequel is being officially released tomorrow, so I hope you all are ready for your next investigation!

Snares of Ruin 2 Store Page!

Hello everyone.

I hope you're all having a good day. Well, it is about to get better. The store page for Snares of Ruin 2 is now live, with trailer, screenshots, and other information.

The game is currently planned for release on 26th of July, so in just over 2 weeks from now.

Thank you all for support and enjoying the series! I hope this sequel will match your expectations!

The page link:
https://store.steampowered.com/app/1111120/Snares_of_Ruin_2/

Some new Snares of Ruin 2 screenshots

Hello everyone.

Thought I'd post a few screenshots of Snares of Ruin 2 to keep you guys company while its development carries on.

Carrying out an investigation and doing a report together with Gwen.



Calixa (a new character) has her special methods of interrogating criminals.



A glimpse of a romance scene with Alzyra.

Update on Snares of Ruin 2 progress

Hello detectives!

So, just a little update regarding the progress of Snares of Ruin 2. It's still going fine, although a little slower than I was hoping for due to other life commitments. So, for now, I'm aiming to have it released sometime in summer, most likely sometime after the usual summer sale period.

I might post another gameplay video or possibly a couple of screenshots sometime in the near future, so keep an eye out for that. I hope it will live up to everyone's expectations.

Thank you all for the support!