Worlds of Chaos: Invasion cover
Worlds of Chaos: Invasion screenshot
Genre: Role-playing (RPG), Strategy, Indie

Worlds of Chaos: Invasion

Update with improved party creation interface

In this small update, I made the party creation interface clearer, easier to understand and better looking. I also solved a bunch of bugs.

Recent updates

I've made quite a few updates in the past months that I didn't post about. I've continued the creation of the world for a total of 14 hours of gameplay (out of about 23 I aim for the whole game), I corrected a bunch of bugs and I added new weapon types, diverse types of bows and most importantly magic staffs, each individual staff in the game having different damage type (fire, ice, magic, lightning, etc.).

Also, I'm about to launch a "marketing campaign" for this game. It's quite a bit overdue, but it's something I've been very uncomfortable doing... yet it must be done if I want to succeed. I've learned how to do it in the past months and now that I'm very proud of this game, it will be a lot easier for me to do it. I don't feel like the game is lacking anymore.

New update with improved interface and player interactivity

In this update, the interface for character's base stats, character customisation, spells, inventory, equipments, merchants have all been redone and look a lot nicer and more user friendly. Also, when the player choose targets in combat or targets allies or enemies with spells, the game shows which character is targetted clearly.

All spells now are cast immediately when ordered by the player. There was no real good reason to delay them (casting time) but to reduce their power, so I just reduced their power in other ways.

The fatigue system has been removed, because I could not make it improve the game strategically like I thought. It became a minor annoyance, but an annoyance anyway. The day/night cycle has also been removed, for the moment. Nights were too dark and the ambiance was not right if it was less dark. Night was just not fun, I'll probably put it back later after I work on it. Other than that a bunch of bugs were also corrected and balance improved.

Huge update ready!

Now there are 10 hours of very intense gameplay, tested for fair balance and fun party progression. The world creation process advances very rapidly these days, I make about 20-30 minutes of gameplay per day, tested and all.

I have also taken a big, final decision for the game. There won't be many adventures as I wanted in the previous updates. I'll make what I wanted to do at the beginning : one big, open world adventure of about 20 hours where you explore a place filled with evil and you must discover and stop the cause of the problems, in any order you decide to do it.

I also finally see the end of this project. Making the rest of this game world won't take much time, and I've taken my decisions on what I want to make or not for this current game. It's easy to want to have a huge list of features, but I've decided that it's enough.

These are the things I plan on making for the rest of the game :

- More options to customize characters : faces, body types, hair styles.
- More spells and skills. I aim for something like 15-20 new spells, and 15 new skills.
- Staff weapons for mages.
- A bunch of new enemies (40 or more) for the end of the game.
- New special characteristics for magical weapons and armors.
- Better interfaces for character stats, inventory and spells. I'm not quite sure how I'll do these, though. There is a problem with screen space and organisation for these... but I'll find somethng.

If there is a feature you'd like to see, please ask. Maybe I'll do it. And thanks to everyone for your patience. This game and these updates took quite a bit of time to make and no one ever complained about it or put pressure on me, and everyone has been awesome in the forums.

What I work on next...

Here is a small update on what I plan on doing next, for those interested to know. From players comments, I realised that the UI had problems and that it would be a very good thing to update it to something better.

So I want to redo the interface for party creation with one screen/window for each part of character creation, which will unload the window and give a much better idea of what to do to create characters. I'll make it as simple and straight forward as possible for each step.

I'll also change the interface for character stats, inventory, spells and merchants. The interface will now focus on one charqacter at a time instead of the whole party, which will make it way easier to understand and work with for beginners, and will also look much better, I think.

I also want to work on adding staffs and robes for mages, and other weapons and shields I didn't put in the game for the moment.

Edit: I also want to give characters more appearance customization options : at least 5 different faces per sex, possibility to change character size and body shape (4 shapes for each sex, slim, average, muscular, and fat), something like 10 hair styles and more color options for hair, skin and base. And maybe some beards too.

So this is it for now. It might change to something else, I promise nothing. These are just my priorities at the moment.

Updates of the week

Please take this small 10 questions survey : https://www.surveymonkey.com/r/DSV3Z6R

- The interface has been upgraded with more interactivity.

- Female characters have female voices.

- Some other debugging and minor improvements.

- On my side I have improved the interiors editor working on a new system, the old did not make good graphics and I wasn't satisfied. The new one will make way better dungeons and interiors.

If you want to see some gameplay of the 30 first minutes of the game : https://www.youtube.com/watch?v=yeKkOskceD0

BIG update ready

The big update is finally ready. The game will have changed quite a bit :

- The graphics have drastically improved since last update. Check them out.
- Day/Night cycle and weather effects.
- Global map to keep track of where you've been.
- A new dialog/scripting system and a cutscene system.
- New spells and skills
- A lot of new monsters
- Female characters, plus some new character appearance options.
- The game now works with independant adventures that you choose when in town. This, and completely new file system (not relying on unity to save game data anymore, too buggy and inflexible), a super easy to use adventure editor, have been very long to program and debug, but it will make a big difference for the rest of the early access process, as I will publish adventures from time to time.

You might also have seen the "Corruption" removed from the title... this is because the game will not be for the Corruption campaign, but an open choice of out-of-campaign adventures, and some campaigns (series of related adventures) with it. In the end, you will have more content to play than I was supposed to do before.

The game is now quite stable and almost bug-free (please tell me if you find some).

I want to make a development blog from now on. I've been too secretive in this project and need to get in touch with the players a lot more.

Update with improved graphics

This update has improved graphics for natural environments, added SSAO, and improved particle and sound effects for spells. Game speed has been lowered back to what it was before the last update (if you prefer faster gameplay, you can still change it in the options). Other minor changes have been made.

The demo version will no longer be available. The game price was raised to 11.99$ US.

I plan on making a series of videos to show the gameplay, and how the game is meant to be played. As I said before many times, this game is different from every other game in the market. Players will be lost and confused if they try to play it like other party based crpgs.

This update took a while to make, and the reasons are that I tried to make some major changes that I had to cancel. I tried to create worlds manually, but the results were not very good, and took too much time. I use a map generator that I programmed to create maps, which gives much better results for way less work. Roguelike random world generation was too complex (I still want to make it, but later, other things are more important). I also took a break, this project is big and I have worked on it for a while, and I needed it.

New update with new graphics engine

The game has been updated with an upgrade from unity 4 to unity 5, It also has new special magic characteristics for armors, and minor bug repairs.

Edit : Combat speed has also been increased, and will probably be increased even more in the future, to be equal or higher than the current arcade mode, which will probably cease to exist.

I will in the near future work on new maps and new exterior styles, to avoid monotony and make exploration more interesting and fun. I will also put a lot of efforts in a more interesting scenario, with NPC interactions and deeper and more interesting quests.

This is my plan but not a promise, things are always subject to change,

New update with Pause and give orders.

I've finished the update I've been working on. There are many new things in this update :


    <*>Pause and give orders is now part of the game. Just press spacebar. Select all characters is now Tab.

    <*> A lot of new tutorial popups to explain the game as you play.

    <*> A bestiary to check the enemy stats.

    <*> Small windows that show your selected character's chances to hit, damage, attack time, and critical chances against the chosen enemy, and this enemy's stats against the selected character.

    <*> Small window that show hovered spell descriptions in combat.

    <*> New magic objects (rings) that give stat bonus and weapons now have some special bonuses. Makes treasures and merchants way more interesting and diversified.

    <*> Town Portal Orbs are now used to get to town merchants (instead of V key for village merchants, which has been removed).

    <*> Lowered silver from loot quite a bit.

    <*> Added a Fast explore mode (activated with Alt) the makes the game 2 times faster out of combat.

    And some minor fixes :

    <*> You can now learn a spell and put it directly in spell slots to use it in combat.

    <*> Repaired the bug with too fast spell recovery.

    <*> Small changes to some maps to balance difficulty.

    <*> Other changes and bug repairs too minor to put here, or that I forgot.