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Synthetic Domain

12
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A member registered Jul 24, 2019 · View creator page →

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⚔️LoR and🤖MD games are joining in the second #TurnBasedCarnival thanks to the guys from @acramdigital

See you on November 14 on Steam👀don't forget to add it to your wishlist: https://store.steampowered.com/app/1830320/Lords_of_Ravage/

Good news coming!

Soooooon....)))))

We are happy to announce our latest game Lords Of Ravage - a dark fantasy where you play as a powerful villain! 💥✨🚀

Your world is evil:

Deal with dangerous heroes, slowly wearing them off before the inevitable fight with the dungeon boss - you. Or take the matters into your own hands and appear on the battlefield to aid your less competent followers.




You are the final boss!


Open door to your dark heart: syntheticdomain.itch.io/lords-of-ravage

Sorry, no Steam keys. But on Steam it should be priced same 9.99 or less across all regions =)

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Hi and thanks for the suggestions!

The patch for disabled analytics should be up as you read this =) The game was designed for single-player only and will be very difficult to balance properly for an enjoyable multiplayer experience. And it would add complexity I want to avoid for my first project. The zoom feature was implemented but turned off until I can find a fix for the visual bugs it introduces.
I've also tweaked the default options in the recent version.

I've updated the demo with 21:9 support. It should work now even in full-screen mode, but I've added windowed mode and resolution selection as well =) I hope that will help and please let me know if there is still a problem with this aspect ratio.

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The full version will cost 10$ and will be released in February, so the game is almost there =) I will try to push the update today so you can play it, but I'll fix any localization errors later.

UPD: I will try to make a proper letterboxing solution, I'll update the demo ASAP within a couple of days. Sorry for the delay.

Thanks for the feedback. I will add windowed mode as an option. End turn button is in bottom left corner (should be mentioned in tutorial, unless I've messed up) =D

I am definitely not putting unlocks behind any specific conditions. I don't want to force anyone to play this game any specific way (besides encouraging higher difficulty). As I've mentioned in the previous devlog, you indeed gain research points depending on how far you've progressed (and game difficulty), even if you lose.

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Hi! I can totally understand the philosophy of having the entire game unlocked from the beginning, but this is something I've added after playtesting with friends. In roguelikes especially, players want to feel like they are progressing, even after a lost run. Another point of the progression system is to increase complexity over time. Some playtesters were jarred by the number of units available from the start. They felt like they were spending too much time in the new game menu studying upgrade paths and starting items for all 16 unit presets in their first run.

But the unlock speed scales insanely with difficulty and enables skilled players to unlock the desired content in no time.

Hi and thanks for the video =) Glad to hear you've enjoyed the game!

Hi and thanks fer generous score =D Sorry to hear visuals gave you a headache. I've recieved a few similar complaints, and added more options to remove effects that may cause eye strain (especially "map shimmer").