Prometheus Wept Update: Progress & Release Information
Hi there,
I hope you're having a good day. It's taken longer than I'd hoped, but Act 1, Mission 4 of Prometheus Wept is complete. You can find out more about, and wishlist Prometheus Wept on its Steam Page.
Here's the development video, and you'll find additional information below:
Act 1 Mission 4:
In Act 1 Mission4, you are charged with locating Dr. Kreisler, who has gone missing under unusual circumstances. You begin by visiting multiple locations in Sunny Pines, including Kriesler's house, to search for clues.
Once you've narrowed down the search area with clues, you get a number of search attempts to locate the missing doctor. Along the way, you'll encounter a number of unusual gangs, who have formed as a result of bizarre misunderstandings about the pre-virus world.
If you managed to find enough evidence, you will locate Kriesler. If not, Sunny Pines will have to do without him. Either way, you will encounter an usual entity with big plans for Sunny Pines, who will either join your party or serve as the primary antagonist of act 1, depending on your choices.
Release Schedule:
The intention is to release an updated demo for Kickstarter backers in the coming months, to participate in the Steam Next Festival in February, and to release on early access in Q1/2 2023.
Work on Illustrations:
All of the 40+ character illustrations have been improved, as have some dozens of the item illustrations.
World Map
Code to implement the world map has been added, as has a provisional map for act 1.
That's all for now - sorry this update was delayed - I appreciate your patience and will check in again next month :) As always, feedback is welcome!
Talk soon! Daithi
Happy New Year!
Hi!
I hope you had a fun and restful holiday and that 2022 is a great year for you!
I got some work in, mainly writing, over the holiday and enjoyed some time off. Though the emphasis for Prometheus Wept is on writing and scripting the encounters, today I'm working on improving how lethal and non-lethal damage will work in Prometheus Wept. In case you missed the dev log for December, it's up on the Steam page.
Finally, if you've ever wanted to experience a hero playthrough of Vigilantes, but don't like the idea of dealing with the punishing difficulty, TheEdmon is battling his way through the Reiker Underworld. TheEdmon mainly covers strategy games at their most challenging settings - his channel's well worth checking out if you like the genre!
I'd like to wish you a merry Christmas, or whatever you happen to celebrate! I'm starting to wind down for the holiday at this stage, though sitting around all day doesn't really suit me, so I'll likely end up chipping away at Prometheus Wept's story in a leisurely way :)
Monthly development logs for Prometheus Wept will be posted from here on in – the first will be out in the next week or so. If you'd like to get these updates, just head on over to its Steam page, wishlist and follow the game.
Prometheus Wept Almost at 80%, but time is running out!
Prometheus Wept is almost at 80% on Kickstarter, thanks to the support of almost 270 backers. We're drawing closer to the finish line, but there's not a lot of time left, and the campaign is slowing down. To have a good chance of being funded, it will need to reach close to 90% before the last 2 days. If you'd like to help out, you can find the campaign here.
I've made a couple more development videos to showcase the game. These videos show the first combat area of the game, the Drag, a dilapidated fishing village where the residents have inexplicably gone insane. Being effectively a tutorial area, the gameplay is simpler than it will be later on, but it will give you a pretty good sense of the game.
Part 1: [previewyoutube="fnHHUsOUvGY;full"]
Part 2: [previewyoutube="WVCBDr7ntRA;full"]
If you have any questions or feedback, do let me know :)
Prometheus Wept nearly 50% Funded!
Hi,
Over 180 people have backed Prometheus Wept's Kickstarter to date, bringing it to almost 50%. With just over two weeks to go, it looks like it's going to be down to the line, and we could really use your help.
[previewyoutube="MzNEnbXJAbQ;full"]
There are a number of great rewards available, including working with the developer (i.e. me) to add a personalised item or perk to the game. You can even digitally immortalise yourself by appearing in the game as an NPC or playable character :)
A successful Kickstarter will make it much easier to bring Prometheus Wept to Steam Early Access next year.
Thanks for reading / watching. If you have any questions or feedback, please let me know!
Daithi
Prometheus Wept: Kickstarter & Demo!
Hi all,
After over 2 years work, the Kickstarter campaign for Prometheus Wept is now live. If you'd like to check it out, it's the Kickstarter is here and the demo is here.
Prometheus Wept is a party and action point turn based RPG set in a near-future Earth, in which most of our digital technology has been disabled by a virus. The game offers hardcore squad-level combat, with simultaneous battles between cyberspace and the physical world, meaningful choices, deep character progression and an advanced crafting system. Here's the pitch video:
[previewyoutube="MzNEnbXJAbQ;full"]
Thanks for reading - if you have any questions or feedback, do let me know!
Prometheus Wept - Dev Log 3: New Feature - System Infiltration
Hi again!
I hope you're keeping safe and healthy. Previously, I've hinted at a big, unannounced feature of Prometheus Wept. Finally, enough progress has been made to talk about it. To begin, you may be aware that Prometheus Wept takes place in the aftermath of a cyber attack which corrupted most of our digital technology.
The new feature allows the protagonist to digitise their consciousness and enter corrupted computer networks as an avatar. This means that two turn-based battles can occur simultaneously and the actions taken in one battle can affect the other. Typically, this will involve your allies protecting the player character from physical enemies, while your avatar battles the network's security protocols.
Each network is comprised of a number of nodes. Each node controls a system in the physical world, for example a door or defences. When an avatar defeats and captures a node, the player gains control of that system. To make more sense of this, here's a concrete example which will be available in the upcoming demo.
If you'd like to find out more about Prometheus Wept and add it to your wishlist, you can find it here:
In the company of your first companion, Ferdia Galloway, you discover an underground complex.
You continue along the tunnel until you are accosted by the complex's mysterious guardian.
There's no way you're getting through the door, but there is a terminal nearby. You might be able infiltrate the network and get control of the door that way, however, when in cyberspace, you can't act in the physical world.
Here we are. Cyberspace. The terrain is fragmented, but you can use the portals to island hop. You can use viral projection, a ranged attack, on any hostiles. At the bottom centre of the screen there are six buttons, which correspond to abilities called scripts. Scripts cost power to run and you generate power each turn in cyberspace based on your tech stat.
Using the ScanNode() script, you discover that Node B is responsible for external defences. The other two nodes control the main door and interior defences. Node B is a good place to start, in case you are attacked in the physical world. Spoiler: you will be.
The node's attack range is greater than yours, but you manage to avoid its attacks. You don't have enough AP to close in and make an attack this turn, so you call the SetMemoryLocation() script, which allows you to relocate to a position up to five tiles away.
You've got one last trick up your sleeve. You call the InstantiateCover() script to create cover to help protect from the nodes attacks.
Control returns to the physical world. All quiet... so far.
You've beaten the node and used CaptureNode() on it. You switch on the external defenses. The node will now attack any enemies in range and provide you with power every turn. Even with the cover, your avatar has taken a lot of damage. You use Avatar.Debug() to repair some of the damage and head towards the next node.
And back to the physical world, where trouble, in the form of a group of marauders, has just found you. Thankfully, it's going to take them a few turns to reach you.
The entrance turret is online and two retractable cover plates have extended to offer protection to Ferdia, who readies his weapons, a pipe pistol and a more powerful, single shot pipe rifle. Each ally has a unique set of abilities, so Ferdia has a couple of tricks up his sleeve too, but we'll get to that another time. On the next turn in cyberspace, the avatar can exit, but the player will lose a turn due to transfer syndrome, an ailment caused by the jarring effects of returning to the physical world.
There are multiple ways to handle this encounter: exit cyberspace immediately and fight, try to activate the exterior defences before the marauders reach you, or open the door and try to use the hostile-to-all internal turrets to your advantage.
The intention is to allow players to upgrade and create scripts using the computer science skill and to customise their script selection within the limits of the RAM on their data warfare suite. I'll follow up in the not too distant future with a video of this encounter and some more screenshots of in-game locations.
If you have any feedback or questions, it would be great to hear from you!
Take care, Daithi
Prometheus Wept Update 3: Hec8 Labs, UI Update
Hi everyone,
I hope you've been keeping well since the last update. The first demo area is very close to complete, with the exception of optimisation, balancing and testing. The more recent focus has been on:
1: Preparing the Hec8 Research Bunker Demo Area This is the second play area to feature in the upcoming demo. Here, you will have to overcome the bunker's mysterious guardian to gain access to the bunker's secrets. An as of yet unannounced feature of the game, which will distinguish it from other games in the genre, will be showcased here. I'll go into more detail on this in the near future, but for the time being, here are a few screen-grabs from the bunker.
2: Improving the UI screens I've also been working on the appearance of the UI screens. Prometheus Wept will have more depth than Vigilantes. This creates a need to display more information, which in turn makes creating a clean and clear UI more challenging. Here's the current character screen for the game.
What's next? After these two jobs, I'm going to add the first permanent ally to the game. In Vigilantes, each ally had a single, unique perk. In Prometheus Wept, each ally will have between 4-8 unique perks and many of these will unlock powerful activated abilities. This will result in a fair amount of extra work, but the pay off will be unique allies who play very differently from one another. I'll update you on the first ally, Ferdia Galloway, a con man and sociopathic mentalist, as soon as he has been added.
If you have any feedback, questions, or comments, do let me know :)
All the best, Daithi
Happy New Year & Prometheus Wept Update!
Hi everybody,
I'd like to wish you a happy new year. Last year was very difficult for a lot of people. I hope 2021 will be easier for you.
Work towards a demo for Prometheus Wept is progressing well. The present focus is on balancing the first of two play areas which will feature in the demo, with the most likely release window being Q2 or Q3 2021.
I'll keep you posted. Stay safe and healthy. Daithi
It's coming up on two years (yikes!) since the release of Vigilantes, so you probably weren't expecting another update, but here it is. The focus of the update is new content: perks, weapons, and equipment along with a few fixes. You can find more below:
[Perk] Death Wish: Increases damage when the character's health is below 60%. For each 10% less health than the threshold, all damage is increased by 8% [Perk] Next: Gain 15% damage increase until the end of the next turn by incapacitating an enemy. [Perk] Shrug it off: No negative debuffs when the character is wounded and debuffs for severely wounded are halved [Utility Item] How to Blow Stuff Up: This book increases explosive damage by 15% [Utility Item] Burning Man Figure: Increases fire damage by 20% when equipped. [Utility Item] Laser Sight MK II: Increases ranged CTH by 8% [Weapon] Vintage Fire Axe [Weapon] Eurocorp Nemesis + [Weapon] Tactical Baton SE [Crafting Options] Laser Sight MK II, Nemesis + [Fix] Fixed an issue preventing scrolling to the bottom of the combat panel of the help screen (Komissar Gebet) [Fix] Fixed a typo on Caia Winters' occupation (Komissar Gebet)
You may be aware that I've been working on a new game, Prometheus Wept, since finishing Vigilantes. It's a turn based RPG set in a post-apocalyptic world in which all digital technology has been destroyed by a virus. I'm currently working towards a demo, and then a release on Steam Early Access. Here's a link to the Steam page, if you'd like to check it out and add it to your wishlist. Please keep in mind that the visuals are quite rudimentary at present!