Our intention is to launch the game on all available platforms, so yes.
TinyTrinket
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Greetings adventurers of the world of Zoria,
Today we have great news and we wanted to share them with you: we have just released a major update to the demo: Zoria: Age of Shattering Prologue, for both Windows and Linux.
Zoria: Age of Shattering Prologue is an introduction to the universe of Zoria: Age of Shattering, a story-driven, party-based RPG with strong tactical elements, base and follower management. Welcome to the world of Zoria, a world filled with magic, ancient history, tumultuous politics, and countless mysteries.
https://tinytrinket.itch.io/zoria-age-of-shattering
Zoria: Age of Shattering Prologue is all about exploration, adventure, the stories and events that lead to the player taking control of the Outpost and set the stage for events in Zoria: Age of Shattering. The game consists of a series of unique places and events, dungeons, epic fights and classic, party-based RPG adventure.
What you will find in this Prologue: Story and Quests – the story follows the events that lead to the player taking charge of the Outpost, the formation of his first party of followers and the stories he encounters along the way, stories that, together, paint a picture of the world and its inhabitants.
Survival system - resource management and, yes … hunger. Making camp and resting will restore health, vital resources and even cleanse a few negative effects. But resting is only available if the party has the necessary supplies. So, keep an eye for items around you that could provide supplies.
Tactical, turn-based combat. Most of the encounters should be easily managed by the player but there are a few that require a little more care and wise management of the available abilities. The combat itself is a mix of old and new, as it is turn-based but not grid-based, and not overly complex, allowing for a greater freedom of movement and gameplay speed.
Abilities and gear management – each follower class has its own abilities to choose from, abilities that get unlocked when a follower reaches certain levels. So different players have the choice of abilities to match their playstyle, for each class. Gear is acquired from combat, exploration and doing certain quests.
Environment-specific abilities: in Zoria, some places are only accessible by using some of your follower’s abilities and each class has a different environment-specific ability. Depending on the party, some areas may not be accessible and only returning with a different setup can insure all areas are explored.
With all this said, there are still a lot of things left out for the future. Zoria: Age of Shattering Prologue is part of the game world of Zoria: Age of Shattering, a game comprised of two equally important elements for achieving success – a CRPG adventure with diverse, hand-crafted environments and turn-based combat and a strategic base with follower management component, buildings, upgrades, follower recruitment and unattended missions.
The management part of the game is still to come: outpost upgrades used to acquire new buildings or upgrade existing ones, health, morale and hunger management for followers, weapons and armor crafting, potions brewing and sending a few chosen followers on unattended missions to some of the most dangerous places the world of Zoria has to offer.
If you like the game and want to follow its development, you can do that by following us here, on Steam:
or joining us:
Hey there, great video, really enjoyed it. We're happy you like the game, hopefully the bug didn't prevent you from seeing much of the demo, the dungeon is quite large. Might be the same bug reported by a few other players, but one that somehow managed to stay hidden during the demo runs we did on our Discord.
One lesson learned is, the tutorial could be better - the characters start with an upgrade point for abilities - so the player can personalize the build from the start, for both available characters. Doing that makes the game easier and more interesting from the first fights. Our bad, we'll update the tutorial pages in an update to the demo.
Hi. We're sorry for the issue you've encountered. This kind of glitch is caused by the Unity Engine and all we can do is to somehow detect it and fix it when it happens. We'll look more into this particular error because a few others have encounter it as well. From what I know the causes that trigger the issue are really hard to met so if you have any save prior to the bug it should not be a problem to resume from there and continue the play. There are really small chances to have the same bug again. Thanks a lot for playing out the demo.
Hey YenRug, thank you for the extensive feedback. I'll get back with an answer on every item as I go through them.
For now, regarding the bug - would be awesome if you could hop in our DISCORD so we can talk and maybe get a save-file. It would be of great help to us figuring out what went wrong and prevent this kind of errors in the future - it's clearly related to the persistence of certain elements in our Save-System and it's important to fix it quick.
Thank you, will return with answers on the other items.
Hello there, yeah, a Linux version is clearly coming.
Should have been here together with the Windows version, but some technical issues got us behind schedule and we didn't want to postpone the Windows demo (already postponed too many times).
So yeah, it's on its way, should be around end of next week.
The development status:
- Prologue area + working on first chapter of 5 (quest and interactions design)
- story and overall quest layout set
- Areas are done for 3 out of 5 chapters
- Working on some dungeons for chapter 3 and 4 atm (level design)
- around 80% of the systems are done, even if some don't show in the demo, since they're working on a version 1.0 of the UI (the demo is on version 5.0) and we're updating the whole UI so we chose to not release them
Can't really give any indication of progress in the coming months, with the current world chaos, but we might actually progress faster than expected since we're stuck home anyway :)
Hey, thank you for all your feedback, we're glad you like the game. I'll try to address most things below:
- UI following the demo release we are overhauling the UI completely - there are a fair number of issues mentioned by players and tbh we don't feel it's "there" regarding player information, usability and looks. So it's getting 100% redone :) It's in the "pipeline" as soon as Demo bug-hunting season is over and we deliver an updated version
- Picking things up - all the items (even flowers) you can pick up with F. Everything that's ready to be picked up reacts to the F key. The things that don't react are things that need to be interacted with (opened) - chests and other containers. It's not obvious because we didn't put any that do "stuff" in this demo, but as everything you interact with, some may be harmful or trigger various events, so we kept the interaction step on containers. But it's noted, we'll look into all collecting interactions the player has to consolidate what might be left outside.
- camera - yeah, it's the bane of games small and large. We're constantly working on adjustments - would be of great help to get an idea where is most bothersome - moving? combat?
Again, thank you for your feedback, every suggestion we receive helps us make a better game. If you feel like joining the conversation you can join our Discord, all bug reports and suggestions are welcome.
Would also greatly appreciate if you could give us 5 minutes on THIS feedback form, some questions on all aspects of the game that help us see what works and what doesn't.
Hey everyone,
First of all, thank you all for the awesome reception and feedback. It's great to see people playing the game and we're glad most of you liked what they saw.
Second, we already received a number of issues with the game, none game-breaking, but rest assured we're working on them and will have an update of the demo very soon that will fix all these issues.
Thank you,
Cheers
Hey, thank you so much for the feedback. We're glad you like the game, or most of it :D
Regarding the writing, it was somewhat unavoidable since it's a demo meant to get people into the story ... a new world, new character, state of the world, and all that in an hour or so of content.
For the full game, the plan is to thin the "wall of text" and go for a learn by playing style, but it was rather little space for that here.
Anyway, thank you so much for the feedback, it's super useful for us. If you like the project and want to see how it goes forward, we'd be happy to have you on Discord - the more feedback, the better for the end product.
Cheers
Zoria: Age of Shattering A story-driven, party-based RPG with strong tactical elements, base and follower management that takes place in the expansive fantasy world of Zoria, a world filled with magic, ancient history, tumultuous politics, and countless mysteries.
GAMEPLAY
Zoria’s gameplay is a unique mix of RPG and tactical management. Explore the beautiful lands of Zoria, from mountains to the ocean, towns and dungeons, follow the story or discover its secrets.
ADVENTURES
All the adventures in the game are hand-crafted, with multiple paths and various options for exploration, depending on the setup of your party and their environment abilities. You can always revisit a dungeon with another party to see previously inaccessible places and finish all the side quests.
TURN-BASED COMBAT
Zoria’s combat is a Tactical, Turn-based confrontation, designed around the special characteristics of each class, abilities, resistances, deadly ranged attacks or strong AOE defenses, healing and much more. But turn based doesn’t mean static, so choose your battlegrounds wisely, as any wandering creature or enemy that gets too close, might join in and ruin your best laid plans.
Today it's the first public appearance of our DEMO, consisting of the first dungeon in the game and the first part of the story.
Our team has been hard at work on this project for over 2 years and getting consistent feedback is really important to us. With your help, we'll be able to improve the quality of the game and make Zoria: Age of Shattering a success.
The DEMO shows most of the RPG systems, combat, resting, questing and exploration. We will be updating the demo in the following months to include the other systems present in the final game: cooking, crafting, alchemy and also base and follower management.
Check our Facebook, Twitter, Youtube, or the websiteof the game for updates. Also, if you want to be part of the process, join us on Discord.
Hey everyone, we have exciting news! Today is LAUNCH DAY! After many months of development and some intensive testing Azuran Tales: Trials is now live right here on Itch.io!
Our intentions from the beginning for Azuran Tales: Trials were to be a return to a different style of playing - fun to play but also challenging and rewarding for the player that is skilled enough to complete the game. So be prepared for a hardcore combat experience, punishing levels and brutal enemies!
It's been a fun ride and we're grateful for everyone that's followed us, given us encouragement or just checked out our demo. We hope you all can take the time to get the game and give us some feedback or reviews.
We've also got an awesome new trailer that you can check out below:
On this occasion we’re thrilled to announce that we have partnered with Phangd for this release and we are working together to be able to reach more players worldwide.
Thanks for all the support these passing months, check out the launch trailer and our page right here on Itch.io, we'll be offering a 20% discount for the first week, so make sure not to miss it.
You can follow us here:
FACEBOOK: https://www.facebook.com/Azuran-Tales-Trials-419040718510302/
TWITTER: https://twitter.com/TTrinketGames
YOUTUBE: https://www.youtube.com/channel/UCVLDgh2ug796ARGa09VsoTg
WEB: http://trials.azurantales.com
PressKit: http://tinytrinket.games/press/sheet.php?p=azuran_tales_trials
Hello,
Saw a related question in another post here, but since we didn't want to hijack that thread thought of posting here. The answer to the question was "If you set the page access to Public, then yes, it counts as released, showing up in searches and whatnot." Thing is, we created the page (Public) at one point but did not upload the demo until a few days later (when it was somewhat approachable) - in the meantime it did not show up in searches or anywhere - it was accessible via url and visible to whoever had the link but did not show up in searches or sorted by any setup.
When we uploaded the demo it did show up - in recently added - with the date of the page release - so it went completely under the radar :).
It is undoubtedly a mistake we made, probably in setting up the game (paid/free - it's meant to be a payed game in the end but it's demo now, so free ofc), the question being how can we avoid this kind of self-inflicted damage and make sure the game is at least somewhat visible in the future on setting up the page?
Azuran Tales: Trials is the story of a Battle Cleric whose mission is to recover the 5 missing pieces from the Amulet of Valur, a powerful ancient artifact, in order to defeat the ultimate enemy, Magrath.
Drukandra, the God of the Dead, Ruler of the Underworld, found your soul worthy for his quest. After granting you his blessing, you are sent to hunt down Magrath, an entity shrouded in mystery, who wields great power and wishes to claim the world of Azuran as his own. Only by finding the hidden pieces of the Amulet of Valur can you bring this foe down, but doing so won't be easy. Deadly traps and villainous enemies await you for Magrath knows you are coming, and he doesn't intend to make things easy for you!
Azuran Tales: Trials offers an old-school platformer gameplay with a modern take on it. Don't expect any help as you explore all of its handcrafted levels full of lore, monsters, traps, and unique Bosses. This game is straightforward and hard to beat. Magrath's trickery won't be stopped with just one or two bodies clogging the gears of his traps, so you will be forced to learn and adapt or fail and die each and every time!
Today we're releasing the DEMO consisting of the tutorial and the first 2 levels of the game. Although the levels are feature-complete they are the shortest of the game and have the easiest enemies and bosses :)
Our team has been hard at work on this project for the last 5 months so getting consistent feedback is really important to us. With your help, we'll be able to improve the quality of the game and make Azuran Tales: Trials a game that players want to play.
Check our devlog here for the game's progress and Facebook, Twitter, Youtube, or the website of the game for updates.