Lands of Fury - Fast-paced action RPG roguelite

Version 0.4.0

  • Fixed inventory focus when closing modals
  • Fixed controller navigation issues
  • Added ability to navigate back using the B button
  • Fixed a possible FPS drop when changing levels

Version 0.4.1

Systems & UI Improvements

  • Added soft delete system (for items like Honey Glazed Steak that must remain active after use but are destroyed)
  • Added companion info tooltip when hovering their button in inventory
  • Damage values now correctly reflect base character power
  • Character name in stats modal now displays correctly

World & Spawning

  • Increased overworld density – more trees, rocks, camps, and environmental objects
  • Adjusted spawning rules

New Items

  • Dyno Ore
  • Honey Glazed Steak
  • Longbow
  • Nail Mine
  • Hive
  • Dark Hive

New Cartridge

  • Furious – increases maximum Fury

New Unit

  • Eye Stinger

Recipe Book

Bows

  • Wooden Bow = Rope + Wooden Stick
  • Longbow = Wooden Bow + Wooden Bow
  • Elven Bow = Wooden Stick + Elven Rope

Melee Weapons

  • Club = Wooden Stick + Wooden Stick
  • Nailed Club = Nails + Club
  • Stone Mace = Wooden Stick + Rope + Stone
  • Elven Mace = Stone Mace + Fairy Dust + Stone
  • Iron Sword = Rusty Sword + Rusty Sword

Explosives & Runes

  • Mine = Dyno Ore + Stone
  • Nail Mine = Mine + Nails
  • Berserk Blast Rune = Dyno Ore + Fairy Dust

Materials

  • Elven Rope = Rope + Fairy Dust

Food

  • Cooked Steak = Burning Stick + Raw Steak
  • Honey Glazed Steak = Cooked Steak + Honey

I believe the demo is now better. :sweat_smile:

2 Likes

If anyone wants to join me on streams, I’ll be streaming the development etc…

1 Like

I keep on griding…

Demo Update – Version 0.4.2

Another balance + content update is live!

Combat & Balance

  • Buffed Longbow – now pierces through targets and deals increased damage
  • Reduced cost of summoning Golem
  • Stone and Dyno Pillars can now drop more loot

New Items

  • Poison Bow
  • Goo Slinger
  • Goo
  • Poison Gland

New Cartridges

  • Sharpshooter (increase ranged damage)
  • Executioner (increase crit chance)

World Changes

  • Some POIs now remain permanently visible once discovered (e.g. Didra Pits and the Entrance)

New Recipes

  • Goo Slinger = Goo + Wooden Stick + Fairy Dust
  • Poison Bow = Wooden Bow + 3x Poison Gland

Demo Update – Version 0.4.3

Another round of fixes, UI improvements, and quality-of-life updates is live!

UI & Feedback Improvements

  • Fixed UI select sounds sometimes not playing
  • Forge is now always visible on the minimap once discovered
  • Added companion and character available stat/skill point indicators in the inventory
  • Added level welcome text showing which area you’ve entered
  • Swapped the position of Alma and Stats buttons in the inventory

Bug Fixes

  • Fixed chest interaction bug where you had to move away and interact again to pick up items
  • Fixed issue where companions could run into the abyss when entering the Didra Pit

Finally some work done on the Journal. A menu where you can read logs, check bestiary and most importantly take a look at the discovered recipes!

I hope that the result and the ingredients are self explanatory by the hierarchy :sweat_smile:

2 Likes

Finally.. My next update… This one took 2 weeks :sweat_smile:

:scroll: Demo Update – Version 0.4.4 – 0.4.5 Journal, Recipes, Bestiary, Logs and More!

A large update focused on the new Journal system, unlockables, balance tweaks, and several gameplay improvements.

:open_book: Journal & Unlockables

  • Journal has been added
  • Recipes, Bestiary, and Lore Logs are now unlockable and tracked during gameplay
  • Bestiary entries unlock when enemies are defeated
  • Recipes unlock when items are crafted
  • Added health and damage stat values for enemies in the Bestiary
  • Improved navigation and scrolling in the Journal
  • Many new lore log entries added

:new_button: New Items

  • Ring of Energy Regeneration
  • Ring of Fury

:gear: Cartridge Improvements

  • Dash Booster now passively grants +1 dash charge
  • Dash regeneration time reduced from 2s → 1.75s
  • Energy Cartridge now grants passive energy while equipped
  • Heartroot Cartridge now passively grants +5 HP
  • Furious, Brawler, and Sharpshooter cartridges now have level 0 bonuses

:crossed_swords: Gameplay & Balance

  • Arena 1 difficulty slightly reduced
  • Reduced spawn chance of Giant Slime in early arenas
  • Only one cavern entrance now opens at a time to prevent entering overly difficult fights early
  • Bandit Leader and Spiked Ghoul balance tweaks
  • Gothar’s HP and regeneration improved
  • Vital stats now properly regenerate when entering a new level

:sparkles: Visual & UI Improvements

  • Improved item stat preview in Alma
  • Companion stats UI now updates correctly
  • Energy combat text now appears when large energy amounts are restored
  • Firefly particle effects added
  • Improved mushroom particles
  • Game over reward screen expanded for better readability
  • Removed XP floating text for cleaner combat visuals
  • More flowers on the ground!

:hammer_and_wrench: Fixes & Improvements

  • Fixed several translation issues
  • Improved input handling and inventory interactions
  • Improved sound behavior when restarting runs
  • Various UI and gameplay bug fixes

Other Changes

  • Didra Pits are now called Didra Caverns
  • Snip can now sell rings

Thanks again to everyone for playing the demo and sharing the feedback!

Every wishlist and share means really a lot!

PS: New capsule art is coming soon! I found an artist! :blush:

4 Likes

That’s awesome!

2 Likes

I didn’t saw the last comment, sorry. It seems you already found one.
I don’t mind working with someone, or following his lead, if you need an extra. :wink:
Don’t worry if it’s too late, I’ll understand.

Thank you for showing the interest in the project, it means a lot. Currently I’m not looking for a collaboration, but thank you again. When I’ll look for someone I’ll keep you in mind :blush:

1 Like

No problem.
I can translate the game to french.
Don’t hesitate to contact me if needed.
Good luck. :wink:

1 Like

Today I feel a bit overwhelmed about everything. Marketing is so hard :confused: Also I remember when I was working on Reynard - like 8 years ago, engagement on instagram and twitter was way higher, now it feels like most of the time I’m screaming into the void.

Views and follower counts don’t go together hand in hand anymore I guess. Did either the algorithms and discovery change or am I taking a wrong approach.

Anyway… Here are some attempts at creating shorts… still have to figure things out, maybe I’ll try voice overs in the future ones, because I have a feeling that I’ve locked myself into the beat of this song and I can’t express all the things I want in a short clip and the beat.

Also do you guys suggest any other alternatives to discord (I’d like to avoid it)? Should I join more forums? What’s with the reddit thing - more posts I read, the more it looks like you’re forbidden to post about the thing you’re making - at least linking to it.

Suggestions are more than welcomed.

1 Like

I am not a marketing pro, but I am the guy who watches those shorts and live steams, Soo maybe I know a little bit?

as a viewer…here are some little tips:

1. Start with some hook question in the short, then explain it easily and then just promote your game : )
just like this:

I recommend watching some shorts of Challacade

Great progress btw! please remove those A.I banner and things! without that banner the game looks awesome!

1 Like

Thank you dude! I’ll try the next short with a question and a voice over.

Regarding the banner, I’m working with an artist, it’s still WIP so I’m a bit hesitant to share it. Still lots of coordination going on regarding the main character’s face :sweat_smile: I know this second one isn’t a final and it needs more colors and all, but earlier sketch he created (only outline) - the face looks way better so I’m trying to get him back on track :smiley: your opinions?

1 Like

It looks wayyyyyy better!
Now WE’RE TALKING!

1 Like

I honestly can’t speak much on artistic design nor game design (as I’ve been focusing on grad school). But, if you’re looking for alternatives to discord, Godot Engine has an official Matrix space (federated alternative to discord, much like Bluesky is to Twitter/X). Additionally, you can showcase your game on Godot Engine’s r/godot subreddit community, as well as on their Lemmy community (Lemmy being a federated alternative to Reddit), as well as on Bluesky. Here’s Godot Engine’s Community page listing all of their social media communities where I’m certain you will be able to showcase and market your game, if need be:

1 Like

The hero looks pretty generic… I’d say he should embody the essence (and title) of the game. “Furious” could be a good place to start :slight_smile:
And the magic sphere thing could be more magical looking.

1 Like

Here goes nothing!

2 Likes

Progress on capsule art!

What artist delivered:

How I modified it:

Opinions and suggestions are very welcome!

2 Likes

Looks Good!
I guess the snake’s skin a little bit glossy and doesn’t suit the hand drawn style.

1 Like

Well in that case… :slight_smile:

I definitely prefer yours, the large title in particular. The blueish shadow in the background also makes the title stand out more. Same with the glow around the hero, which makes him look a bit more important.
Also nice with more stuff in the background, which also implies there’s more variation in the game :slight_smile:

I’m not quite sold on the link between “lands of fury” and the mild-mannered look of our hero. Fiery eyes and a snarl (for example) would go a long way toward associating the imagery and the title. He’s pretty generic too, with no stand-out features. His plain blue suit also feels like there’s an opportunity to make him more eye-catching, and tell more of a story - is he a goodly knight, a kid in a dream wearing pyjamas, or just some guy in a sweater? :slight_smile:

The scales look pretty flat compared to the rest of the style, and they don’t bend to give the impression that the snakey thing is round. Maybe deepening the shading along the sides would alleviate that, but not entirely. It’s also a little unclear if he’s standing still or sliding down - if it’s the latter, some trails / dust / speed lines / … would help show that, and make the image a bit livelier.

2 Likes