Genre: Role-playing (RPG), Simulator, Strategy, Tactical, Hack and slash/Beat 'em up
We Who Are About to Die
Combat Video Tutorial by the Developer
Hello Aspirants!
I've made an updated combat video tutorial, walking through the first tutorial and Debut Fight. ⚔️ This is a nice alternative to the information-dense tutorial, especially if you skipped stuff or it has been a while. (It is very likely some stuff was missed)
The video is both useful to people who are starting out and those already doing great, as I added a few advanced tips and tricks in there. Also - if you have friends playing the game, or are curious about it, link them the tutorial! ⚔️
I hope this helps as a nice additional way to learn the mechanics!
We Who Are About To Die is OUT NOW!
The excitement for the game has been overwhelming- especially this last week - everyone who has left feedback, wishlisted, played the demo, entered the arena, fought and died gloriously - THANK YOU! With much love, I am happy to say: after 7 years of solo development We Who Are About To Die is OUT NOW!
Fight & strategize your way through spectacles and arenas -- rise from lowly slave to Grand Champion and earn your freedom. Or... die trying. This Gladiator RPG Roguelite features in-depth career management and a unique physics simulated combat system. To those who are about to die, I salute you!
Support Pack and Bundle!
At request - the game has launched with a fully optional supporter pack that includes soundtrack, illustrations, concept art and development screenshots, which you can buy in a bundle together with the game. This pack does not affect the game at all - to be clear. It is only for people who wanted to go the extra mile and support the development of this game with a little extra.
Roadmap, FAQ, Bugs and more
Be sure to check out the roadmap of early access, which outlines where the game is headed roughly. You can find it at the bottom of the steam about section, in the main menu of the game and in the steam events.
Check out the FAQ in the discussions if you have any questions, it may be covered!
Bugs, issues? Report them in the official discord (link on the store page) or in-game via F1. I will be squashing bugs in the coming weeks and doing my best to create a game that is as smooth and polished as possible even in early access.
Other questions, feedback, suggestions or just want to share some love - join the discord or drop a message in the discussions! There's a very high chance I will read it.
Want to go the extra mile? I am self published so I still rely on word of mouth. Tell your friends about the game, drop a link in a discord, tell a streamer who might be interested, or whatever you feel might work.
This has been 7 years coming - I have literally dreamt of this moment my whole life, but in many ways its just the beginning.
Now what are you waiting for, Aspirant? Into the arena with you - regular sacrifice is needed.
To those who are about to die, I salute you! Jordy Lakiere
Early Access Roadmap for We Who Are About To Die!
Dear Aspirants!
I'm only a few days away from hitting that magical green release button and entering We Who Are About To Die into the unrelenting arena that is Steam. Initially I actually wanted to skip Early Access entirely, but I realised that as a solo developer I need feedback and time to bugfix and polish things, so E-A made sense. That said, the game is largely feature complete for my initial plans and only a few major but less-essential features were postponed to be done during Early Access. Beyond that is just content - as much as possible - and stretch goal features depending on how the game is received.
Content is King
Certain features such as the backstories and patrons / events are fairly barebones in terms of content, They are more of a proof of concept at the moment. All the logic is set in place though, and the game is ready to receive as much content as I can produce.
As usual, I will be totally transparant: some parts in this roadmap will change, be removed, and new things will be added, but it does currently roughly represent my goals. Especially the 'possible plan' section at the bottom could be 10x longer if I wrote it all out!
Here is the roadmap for We Who Are About To Die Early Access as of right now. Questions, comment, suggestions or just hyped? Let me know in the comments - I read everything.
We Who Are About To Die: Demo UPDATE 6 is out! -Final demo update before release
WWAATD v0.99
After 7 years of development, many highs and lows and a lot of dead gladiators, here is the final major update before the Early Access release come November 15th! Now available on the demo as well as for those with playtest access. As always, a new wave of playtesters has been added as well. This version is now feature complete as far as my early access plans, but may still contain bugs which will be patched out (please report in discord!). Below you can find a full changelog of all the new, altered and fixed stuff - it's a lot again! Mostly polish and bugfixes, but a good deal of impactful changes again.
Thank you all for your support, both on Steam, in the Discord and elsewhere. It has been a wild ride, and I can't wait to shift into the final stages and preperation before release. A new final trailer and release date announcement was just made in the previous event, you can watch it here: https://youtu.be/m7ISYxB3B7s
MAJOR CHANGES
Character colission system has been rewritten, now you can have physical colission with other players and the environment
Many elements of the game such as battle option reveals, shop items, events and so on have been made deterministic. That means when you load a save it will reload the same randomisation.
Green team colour has been replaced by purple. Yay!
AI is less 'huggy' overall
Scollo Upgrades now have a little icon, the order has been changed, and prices have been adjusted (all changes to make them cheaper)
You now don't regenerate stamina for 1 second after attacking, making attack-glitch-spamming not effective/possible
Physics of damage / hits has been finetuned/adjusted for more interesting effects and hit impact
AI shields will now be damaged already (random amount), lowering average shield durability on combatants
Training Gear price and Reveal (battle option information) price now scaled up with your rank
At max level and beyond, you no longer exclusively get Grand Stadium map
NEW ADDITIONS
Many new combat music tracks that were never properly activated because I am dumb
These new tracks come with a prodecural layering system that ramps up the music as battle unfolds!
Statistics panel now shows all basic statistics of your lifetime and current run
Battle Trait - Shroud
Battle Trait - Prestigious
Battle Trait - Insurance
Fame Equipment now factors into fame multiplier calculation. Big change to overall fame gain! Victory UI has been updated to show this report.
AI now will try to surround enemies they are outnumbering (3+ vs 1). Really changes 1 vs Many, among others
Intro sequence now lists active Battle Traits for that match
ALT+TAB detection and automatic pausing
Save version detection and the game will create a _backup copy of your previous save before overwriting/deleting an outdated save
You can now skip the intro cinematic
Intro cinematic has gotten further visual updates and rewriting
MINOR CHANGES/ADDITIONS
Added a bit more length to the 'aiming down' distance (ie. more fine control to aim down)
Added fame and gold icons on events
Updated (and some new) tips in battle menu
Renamed cloth tunic to Padded Cloth
Refined new blocking system for more reliable blocks with some weapons
Many buttons have updated or added sounds where expected, including a few new sound effects
Skill gain now has a little sound effect
Added a 'reset career menu tutorial' button to options
Patron UI has been updated slightly
Added team coloured physics cloths on some weapons
Many many other small fixes here and there
Betting payouts now added to victory screen report
Victory panel in general got some polish
Patron favor increase and decrease now scaled by their current favor (Eg. Slower gain with Patrons that already love you, faster with those who hate you)
Added overall UI polish. Some backgrounds, effects, buttons, layouts have been updated a bit
Updated Beta Roadmap (its all done!)
Added some physics cloths to a few shields and weapons and made them display Team Colour
RELEASE DATE REVEAL! +New trailer
I'm VERY happy and proud (and nervous) to reveal to you the LAUNCH TRAILER and RELEASE DATE for We Who Are About To Die!
Watch it here:
No going back now, only a tiny wait left!
Let me know what you think in the comments below, I read everything!
PLEASE share this with everyone you can. Drop it in gaming discords, link it to friends who might like it, tweet it out, whatever works for you! Remember, I have no publisher and do this all alone so I absolutely rely on your help to get the word out. More people = bigger better game. ❤️
We Who Are About To Die: Demo UPDATE 5 is out! (Biggest one so far, by far!)
Hello Aspirants!
After a bit of a wait, update 5 is out! The current game version is increased from beta 0.93 to 0.96 (early access release at 1.0) This is the biggest update so far, by a lot. Some basic game mechanics have been completely rewritten, and this update tweaks, adjusts and adds things to quite literally every part of the game!
Attention demo players! One of the changes, is that rank score requirements have been rebalanced. They are higher in general. In short, this means it takes longer and more fights to increase rank, extending the demo length (which is limited to rank 6!) Have fun!
Lets get into it:
Demo UPDATE 5 - Changelog
MAJOR CHANGES
NEW block system: Blocking without a shield is now completely redesigned from the ground up. To block with a weapon, simply hold RMB and aim towards the enemy's weapon while they are attacking. Your cursor turns more blue the closer you get. Your character will automatically perform the correct block and block hitbox size/effectiveness increases by how close you aimed and by weapon skill.
NEW up/down aiming - before, cursor close to you to cursor far would linearly aim up or down causing accidental foot swipes or accidental swipes above an enemy. Now the distance is based on a curve. To aim down, you must place your cursor very close to you. Between 2-4 meters from your character you aim directly in front. After 4 meters you slowly aim up.
Overall DAMAGE has been increased and rebalanced. Damage algorithm adjusted in many ways.
Base STAMINA regeneration rate is now higher.
Base MAX STAMINA is now lower. In other words, less waiting, but you still can't spam attacks too much.
Rewards (gold and fame) from matches are rebalanced, in general it scales slower, and doesn't scale to ludicrous levels as much.
New feature: Enemy armor can now be DESTROYED in battle! Each armor piece (helmets, chest, arms...) has a durability and when it is down to 0 the armor will be removed/destroyed from the enemy, exposing a weak spot. Big tactical and gameplay implication, especially in late game!
Camera: zoom mins and max limits have been adjusted for a more reliable experience
Camera: Autocam is now actually useable/intuitive, it will always slowly move your camera behind your back. If you struggle with camera, please enable it!
Big visual change: character proportions (in general) have been adjusted for taller, more realistic characters.
Weapons have been scaled up a bit (all weapons). This and the previous has gameplay implications for reach as all combat is animation/physics driven.
Added a 3d attack direction tutorial widget. Toggle with T. Enabled in the tutorial.
(OTHER) NEW ADDITIONS
Shield blocking now has live offsetting/aiming even when not targeting
Added a new AI unit type: Criminal
Throwing without a target now aims at your cursor, for much more reliable throwing direction
New item: oriental farmers hat (dyed and regular version)
New item: face scarf
New items above also can spawn on civilian and criminal backstories
New Item: Golden Pan (Dedicated to the Tiny Teams Yogscast stream!)
Destructibles now spawn coins (more frequently) and some coins are worth 5.
All the items in the game's shop must now be revealed. (This must only be done once ever per item) Every reveal gives you a bit of fame, based on item rarity. Happy discovering!
Added an XP bar to the career menu Armory.
Strafing animations have been remade (forward, sideways and backward strafing)
Added about a dozen new audience animations + rewrote the audience animation cycling system. (This will be improved a lot more later on)
New (max) rank: ASCENDED
MINOR CHANGES
Overhauled/updated the first and last names in the game's prodecural generation system (better cooler names!)
Disabled tourneys and grand tourneys untill I can rework them!
Tutorial: Attack section has been rewritten/updated
Tutorial: Blocking rewritten to reflect updated block system
Tutorial: Bespoke throwing section added to tutorial
Tutorial: Intro cinematic has been visually improved a bit further (still work to do)
Tutorial: Reshot some of the example videos, moved example down and added a way to toggle it on and off
Tutorial: now has some background music!
Victory panel has various UI changes and improvements (more to come)
Victory panel now shows your bracket level increase
Updated roadmap in the main menu!
Chaos bracket is renamed to 'Wildcard'
Kicking and shieldbashing have been updated. Shieldbashing is now reliable, and better than kicking, but especially with good shields and high shield skill.
Added a small chance to disarm an enemy when you shieldbash them
AI now rolls their spine less intensely during attacks, making them more reliable to block.
Battle panel UI and spacing in general restructured and updated
Battle panels now show the host's favor after their name
Lion's Roar arena variation with top platform now has the bottom fenced off
Shop orders no longer overwrite items you held
Improved coin pickup sound/volume
Removed the ability to damage teammates post victory
City center, tutorial and career menu maps had their lighting built (looks better!)
Career menu tutorial now explains a bit about bracket levels and ranks
Targeting camera has been drastically adjusted for a more clean/reliable camera, closer to when you're not targeting
UI redesigns on shop elements
Stamina Regen UI is colour coded in the career menu Armory
Updated and fixed some particle effects. More dust, and shield splinters!
Mud in pit levels has increased detail normal maps
Throwing AI has been updated/fixed
Various UI alignment adjustments in career menu
The audience fame guage during battle now scales slower (in both ways). Its harder to disappoint or impress the audience.
BALANCE CHANGES
X vs 1 got a buff to the single enemy AI
AI combat distances have been adjusted (how far they want to stay with certain weapons)
Price algorithm for all weapons and armor has been tweaked. Weapon class and traits are weighed in better now. Overall, 2 handers are more expensive now.
Polearm left attacks require less stamina.
Attack stamina cost is now scaled more properly by attack speed (Overall, the stamina cost per weapon is more stable for every attack. Before fast weapons would require less stamina because your attack is shorter.)
Rank score requirements have been rebalanced for less frequent ranking early game.
Bracket levels have been adjusted to grow faster if you take difficult matches (up to +3 lvls per win)
Lategame AI will be less passive (more changes coming)
Armor decays scaled by your run's length. Late game armor decays much faster, needs more upkeep.
Overhead strikes, stabs, and 2 handed attacks no longer lock your hands at low stamina. In other words, these attacks and weapon types are much less reliable/controllable when you are out of stamina.
Lowest attack speed has been increased (so less slow motion attacks at low stamina)
Rebalanced several events that were too punishing or had too much reward
Rebalanced some stats on Maille shirt, Furhide Chest, Gathaldaka, and more
Fame holds are cheaper now on the high end.
Patron events are now more frequent!
Throwing skill assist base level is increased (at low throwing skill, you get more assist - easier/better throwing!)
Stamina skill now affects your stamina regen rate more
Lowered the "Not enough stamina" boundary to 20 across the game (eg. for kicking)
BUGFIXES/OPTIMISATIONS
Various animation-related optimisations
Optimised and improved AI navigation mesh generation speed
Fixed bug where equipment would sometimes be lost after a Luck of the Draw match
Fixed bug where some keybinds were missing
Fixed a few bugs with jittery animations
Fixed lighting bug on city center floor
Fixed various texture resolution issues
Fixed bug where you could not open the paused menu in the career menu with ESC sometimes
Fixed bug where entourage gave you naked/lvl 0 allies
Fixed bug where enemies throwing would increase your throwing skill
Fixed bug where betting as Slave you lost half of the gold of the whole sum
Fixed camera colission issues on the Pit
Fixed bug where in-battle coins would spawn incorrectly.
Fixed character name missing on skill screen
Fixed/removed really loud AI melee sounds in the tutorial
Fixed seethrough team colour effect happening on your feet due to the floor on some maps
Fixed bug where a teamkilled ally is counted as 'survived ally' in victory screen
Fixed bug where F1 removed the cursor
Fixed bug where you were invincible in the tutorial (bit of a happy bug, but its over!)
Fixed bug where you'd keep walking automatically after opening the victory panel
Fixed various sound related bugs
Fixed issue with failsafe for when an AI does not make it into the arena
Fixed bug where sometimes your character speed did not initialise properly
Fixed bug where sometimes the tip in the battle menu would be empty
Fixed bug where you can save and quit and reload to trigger a pending repair
Fixed issue with partial AI pathfinding not being properly detected
Small pit gate now remains open to temporarily lower the chance of issues of AI getting stuck untill I properly fix
30k Wishlists + the future of We Who Are About To Die!
Hello Aspirants,
I'm beyond thrilled to announce we've reached 30k wishlists! This is monumental for me as a solo developer with no budget (let alone for marketing!) I want to thank every one of you who is interested enough to click that button, it helps more than you know, and I couldn't do any of this without your support. THANK YOU!
Interested in the game and want to closely follow the development, talk tactics, participate in contests, make Aspirant friends? I'd love for you to join our Discord.
I hope you continue to share your feedback with me and share the game other people out there, and I will keep a transparant dynamic development and share everything I can about the game's development -- starting now!
Plans for next patch?
Next patch is a real variety patch and in my opinion shaping up to be a great one! This patch is not yet out - no ETA on its release yet.
Autocam has been completely redesigned to more consistently keep the camera behind your back
Camera zoom has been cleaned up for a more consistent/smooth experience
Blocking (without shield) has been totally redesigned and the tutorial has been updated to reflect these changes.
Blocking with a shield now has live dynamic adjustments even while not targeting
Character proportions have been updated to be less cartoony.
AI armor now has durability and can be destroyed! Helmets can be knocked off heads and sent flying. In mid-late game facing heavily armored enemies, you can now opt to bash right through and create your own weak spot.
All weapons and shield physical sizes have been adjusted slightly (bigger - more range)
UI changes to the cursor, battle panels and victory screen and other areas
Throwing assist has been updated to aim at your cursor, and the assist (based on skill) minimum is much higher. Meaning even at 0 skill you get some assist now.
A range of optimisations across the skeletal rendering and animation calculations side of the game
Fixed countless bugs again including some very ancient ones I like to call 'omegabugs'!
In honour of Tiny Teams and an incredible pan-based stream by The Yogscast, I've added a Golden Pan weapon.
Plans before Early Access?
Release truly feels on the horizon now, although there are still quite a few tasks left to do. These are some of things left to do in broad terms - in no particular order:
Listen to the community for the things most in need of updating
Often requested QoL features
Update the victory fame and patron UI
Properly implement item fame bonuses + UI
Rework the entire betting system
Add the statistisc panel
Return of the leaderboard (?)
Fix / finalise all things related to saving and loading
Add some basic translations
Widescreen support/ resolution based fixes
Sound effect update/pass
Fixing all the bugs
During Early Access?
During, anything can happen, but certain things are already planned. The development here will very much depend on how release went, what people are asking for most of all, and so on! But - in no particular order:
More of everything - items, item traits, battle traits, events
2 or more brand new arenas
More arena variations
Sandbox mode - customise EVERYTHING
Return of the leaderboard (?)
All the translations
Audience types (with specific demands and needs)
Controller and Steam Deck support
Fixing all the bugs, again
We Who Are About To Die: Demo PATCH 4 is out!
Hello Aspirants,
Hello all! Exciting times again -- Tiny Teams festival just went live, and here's patch 4 to go with it! Tiny Teams is a festival highlighting small developer teams, and I'm proud to announce We Who Are About To Die is part of the festival!
Visit the fest page and check out all these awesome games here: https://store.steampowered.com/publisher/yogscastgames/sale/tinyteamsfestival
Demo Patch 4 - Changelog:
NEW/FEATURES
Added the ability to name your gladiator!
Added tool tip comparison (MUCH requested, here it is!)
Added a career menu tutorial for Armory, Utility and Battle menus
City Center map has been made larger (about 1.5x)
Updated and refined battle menu options UI
BUGFIXES
Fixed bug where cursor drag got stuck breaking the game
Fixed bug where first match skip was always free
Fixed bug where Slave still started with 2 battle options if you had the legacy that unlocks and extra
Fixed a bug where you could exploit bet payouts
Fixed bug where active bets are re-enabled after loading
Balanced malaise event stamina hit
Fixed bug where weapon or attack gets locked after your weapon is disarmed or destroyed during an attack
Removed tall cap duplicate item
Fixed tooltip on empty legs/arms
Fixed bug where heal prices reset after loading
Removed ludicrous Shadow setting as it added very little but caused incredibly bad performance
Fixed player flying into space upon death
Fixed slider on training intensity not initiliasing properly
We Who Are About To Die: Demo PATCH 3 is out!
Hello Aspirants,
Muh friends! Patch 3 is here already! In this patch I did various bugfixing but also applied lots of feedback and balancing suggestions. I've started working on some QoL features that are requested like cursor settings and improvements. More to come soon, like comparing item stats with your own in the shop.
Soon we will start the very first contest Aspirant! If you'd like to participate and have a chance to win access to the full playtest version, join the community on discord and await instructions! https://discord.com/invite/eCdUxht
Demo Patch 3 - Changelog:
MAJOR
New! Anvil Ram helm. Fragile but the audience loves it.
New! Owakhan Dome Helm.
New weapon trait - Unwieldy. Increases chance for a weapon to be unarmed. All flails have received this trait.
Stamina now replenishes when you take damage. Also counts for AI.
You can now skip match intro sequences!
Hold CTRL during an attack now guarantees Overhead attack, same as ALT was for stabbing.
Remapped untarget from CTRL to X default
Remapped Cycle Target from X to V default
AI with polearms are more likely to do right hand (more lethal) attacks
Slave backstory now starts with 2 battle options instead of the default 3
General requirements for betting are much lower / more realistic
Crimina Scum backstory now actually gets their betting bonus
Combat Cursor has been upscaled in detail/resolution
You may change your Combat Cursor main colour to a brighter blue/cyan in Game Options
Former Soldier now has +20 HP instead of -20 HP and -5 Stam Regen instead of -10.
All attacks are now visually faster (minimum speed increased). Damage speed calculation adjusted accordingly to minimize effect on actual damage output
BUGFIXES
Fixed strange orange fog in the City Center map on lower settings
Possibly fixed bug that sends you back to main menu after going to battle (needs confirmation; again)
Fixed bug where you return to debut fight with 1 or 0 HP
Master volume now actually goes to 0
Fixed victory triggering after you died
Fixed bug where you could lose the item from Heirloom event
Fixed bug where you could soft lock the game if you went to Utility Menu during the Career Menu Tutorial screen
Fixed area you can get stuck on in Linolian Theatre and City Center entrances
Fixed minor main combat hud alignment issues
Fixed bug where training focus dropdown would populate with duplicates
MINOR
Cursor now pulses on damage
Cursor now also snaps back on a directional defend (same as attacking)
Cursor now flashes after succesfully attacking (to help locate it again)
Increased default max FPS lock to 120. You can change it back to 60 FPS or 120 FPS in game options.
Backdrops on events are adjusted to make events more readable
Stamina regen is not infinite anymore in the tutorial.
Health in debut fight no longer infinite - bumped from 100 to 150 HP
Autocam does not run or adjust camera if you are attacking or holding an attack
Intro cinematic will only ever play once, will not replay if you return to tutorial later now
Updated map background loading screen (WIP)
Updated keybinds to include new and changed keys (eg. R to center/reset camera)
We Who Are About To Die: Demo PATCH 2 is out! (CAMERA UPDATE)
Hello Aspirants,
I've received hundreds, if not thousands of fantastic feedback messages and the feedback is very clear: one of the top priorities, besides bugs, is the camera. This first patch reworks the camera, among other things, and I hope you'll give it a go! Tell me what you still dislike, what you like about it now, and how you would improve it further if there's any more issues.
Some of these changes apply to the tutorial: you can reset the tutorial by clicking 'Reset' in the game options, or reset your entire game by deleting 'PossumOptionsSaveFile.sav' in AppData\Local\WWAATD\Saved\SaveGames
Thank you again!
Demo Patch 2 - Changelog:
MAJOR
Camera: You can now pan around more freely (up and down) and there's a follow through allowing flicking the camera.
Camera: You can freely look around during targeting as well, when done, the camera smoothly snaps back.
Camera: Targeting camera has been reworked to keep your char in the screen at any distance or zoom level or pitch
Camera: Press R to reset the camera behind you quickly.
Camera: Autocam has been reworked to more smoothly put the camera behind you if you turn too far.
Added a tutorial UI to help explain how attacking works. Press T in combat to toggle it. There is alsoa tutorial UI for aiming up / down which activates in the tutorial only.
Both healing amount and pricing, as well as healing related Scollo Upgrades have been reworked. (Cheaper & easier to heal, generally)
AI aggression and reflexes have been generally boosted, especially at low level.
BUGFIXES
Tutorial and small pit map have drastically increased performance
Potentially fixed issue with empty match options sending you to main menu after clicking battle (needs confirmation)
Potentially fixed issue with characters getting stuck in the ceiling on spawning in the Debut Fight (needs confirmation)
Fixed bug where you can trigger tutorial UI if the intro cinematic loads too slowly.
Fixed issue with Small Villa AI sometimes not coming out
Fixed issue with Arena AI sometimes not coming out
Fixed reversed wording on drop weapon and shield keybindings
Fixed incorrect backstory name in the Backstory Panel
Fixed incorrect values on 'The Plague' event
MINOR
Z to cycle targets has been remapped to X to avoid conflicts with AZERTY keyboard users.
Added ALT to keybinds
Tutorial adjustments to reflect all new/changed mechanics
Shieldbashes knockback a bit less further
A bit more work on the visuals of the intro cinematic (more to come)