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Ethernalis Alpha Access - Roguelike RPG Card Game

A topic by Ethernalis created Mar 15, 2017 Views: 2,774 Replies: 10
Viewing posts 1 to 10
(2 edits)

o/ Hello One and All,

We have set out, with big ambitions to create a cross platform multiplayer dungeon, cast in a dark fantasy setting. We thought to ourselves, that the adventures of the their characters could be described to the players, through cards and that together with the roguelike, procedural RNG & MUD-like RPG storytelling - it could just be the game that we always wanted to play :D

We are enjoying every step of the way and we would like to invite you on our dev journey.

Thank you for tuning in o7


Ethernalis

Ethernalis is a Rogue-like RPG Card Game with MUD-style event system, through which players can undertake complex interaction with a dark and unforgiving game world.

The Game is in early alpha and often fundamental changes are being made on daily basis - if you decide to give it a go: expect the unexpected (We are catching bugs and adding new features on a daily basis). We try to keep all game clients up to date as we are aiming at cross-platform multiplayer world. Ethernalis is a hosted app and requires internet connection to play regardless of the platform that the game is played on.

In Ethernalis, player adopts a character and embarks upon adventure to fight for it's survival in an unforgiving, dark & hostile world.

Every character that manages to complete their initial quest will land in your library (with all it's equipment, experience, skills and everything that makes it unique) ready to battle against other Heros in Multiplier Mode - which is currently our main development focus.

Players begin their adventure by choosing one of three characters that have been made available for them by the game engine. Each of the three cards will be procedurally generated for the player and will fall into a particular Character Class. Each Character Class comes with unique features and abilities. Mana and Health regeneration, Hunger and Thirst are only some of the properties affected by the class choice.

We are experimenting with crafting, permanent dungeons, dedicated location, co-op sessions and many more features which we will describe to you in upcoming posts.


Currently in the game players can interact with over 256 unique cards and new ones are being added on a daily basis. New cards become available once the characters reach certain levels of the dungeon, each even more difficult then the previous one.

The mechanics work with additional 5 elemental damage types that cannot be negated with standard defense point, making battles a tactical challenge for the player and offering a variety of potential outcomes. So far in the game there's:

256 - Unique Cards

63 - Unique Enemies

78 - Equipment Cards

28 Unique Weapons

10 Custom Events

24 Location Cards

You can find an up to date count of all these assets and direct download links for all supported platforms on our project website: www.ethernalis.com - please let us know what you think about our alpha and send us info on issues and suggestions to help us improve the game.

We will do our best to update you, here with news and progress each week so stay tuned. If you'd like to hear from us more often connect on twitter @nospoonnocake , like us on Facebook: facebook.com/ethernalis or visit our Patreon profile here: http://patreon.com/ethernalis

All Best

Ethernalis Team

o/ Hi Again itch.io,

There's so much going on behind the scenes that we barely have time to talk about all the stuff we did (Must be a good thing right?).



We have made several bug fixes and few updates to the game engine to improve the overall experience. The dungeon generation logic was reprogrammed in a way that allows us to better manage the loot and enemy spawns (i.e Library has a better chance of spawning a scroll than let's say Armoury etc.).

We have added a couple of new characters to the game (amongst them a Dwarf!), updated some placeholder art to a newer/better versions of the artwork and improved the balance of the character level-ups.


We are putting a lot of effort to advance with the multiplayer mode that we have been working on for some time now and we're pleased to say that it seems to be coming along nicely. The core functionality (The server side turn control and map sync is already here) is now being thoroughly tested :D


Thanks for stopping by o/

(+1)

Is the game available for online play or download? Looks great.

Hi Sage1234 o/

Thank you o7

Game can be downloaded form itch.io for Windows and MacOSX and is also available on Google Play store for Android.

(1 edit)

o/ Hi Again itch.io,

I'm back here with another big update, that brings Ethernalis a little further to our big RPG dream :D

Some time ago we have introduced miscellaneous cards which we could at later stage use to implement alchemy & crafting. Today we have published the Crafting tab in the Inventory section of the game board which can be used to combine multiple items into a more advanced and precious game cards.



We have also introduced item durability and completely changed the logic behind the inventory system.

Characters are no longer restricted to one weapon/apparel but instead have to choose which of the inventory cards is equipped (don't forget to do that as you collect the loot!) This means that although characters can gather multiple #weapons they will now face a challenge of their equipment's condition deteriorating over time. As if it wasn't difficult enough already! right? ;D



We will be adding more recipes soon, so let us know what you have managed to craft & what would you like to see next :D o7

(+1)

I must say the art in this is absolutely beautiful. Reminds me of a very dark D&D campaign I used to play in as a kid.

Can't wait to see more! :D

(1 edit)

Hello World o/

It is with great pleasure, that we present you the Ethernalis - Alpha Access intro. First Unveiled at Oxford ComicCon, the video provides an introduction into the main storyline that we are building up behind the scenes! We have been working really hard to make it worthy of our game and we are delighted with the result. We hope you'll enjoy it as much as we do o/


We also come to you with another update that we think will complicate your tactics and spice up the game a little. We have introduced combat modes which allow you to take more control over the battle.


Defensive combat mode will lower your chance to hit and strength when selected but will increase defense and dodge of your character. Berserk mode will have exactly opposite effect (increasing your chance to hit and attack strength while exposing you to the enemy attack a bit more).

We're back on multiplayer interactions and implementation of the full-board version of the game client for PCs.

Thanks for checking in & stay tuned o7

Hi All o/

We have updated the engine allowing items to trigger events and enable event overlay. This will enable to us to bring you more advanced actions and interaction options with your equipment and game environment. First in line , we have tested out this interaction model with a book item - allowing players to read through and discover crafting recipes and hints.

Behind the scenes we're also working hard on getting the best out of Win and OSX experience. The idea is to allow players to see the whole game board and to use the screen real estate better. We should have something testable in few weeks so stay tuned


Thanks for checking in o7

(2 edits)

Hi All,

We're back with another (quite significant) update for our desktop clients. I have just launched our experimental Desktop alpha which should significantly improve PC gaming experience of Ethernalis Alpha client. Rather than replicating mobile environment we have extended the view to display the whole game board at once since the screen real estate allows it.

For Windows users with resolution less than 1300x780 the mobile port is still downloadable via itch.io (marked as low res version). We have added few layout changes to allow Desktop users to get easily access all the necessary information. Both Desktop and Mobile clients maintain the same functionality while offering different user interface.

This update comes to you with new spells, enemies and locations and variety of bug fixes and performance improvements. We heavily rely on you good people to feed us back with any bugs you may notice (and there'll be a plenty) as we continue to develop and improve the game.


Stay tuned and don't forget to let us know what you think o/

(1 edit)

Hi All,

We have been very busy publishing the Game Guide and improving the project website: www.ethernalis.com

You can now delve into the mechanics a little by exploring the stats of each character class and reading up on the overall game logic. We will keep updating the content on the regular basis so stay tuned o/


We have also published our greenlight profile, so if you're on Steam and have a click to spare, you can make our day by voting YES here: http://steamcommunity.com/sharedfiles/filedetails/... - We really appreciate your support o/

Fly Safe o/

Welcome back one and all o/

We have some exciting updates and news to share with you after, what admittedly, we'd call "a time too long".

We have been very busy on the Dev side of things and our game engine grew a little each day along side of so much new content that has been published and/or waits for it's turn to see the light of day (if that's anyhow relevant to our deep dark dungeons!)

Let's begin with Big, amazing thank you to all our friends, supporters and voters that greenlit Ethernalis - Alpha Access on Steam! Our startup indie game dev studio is now a Steamworks partner with Valve and were working hard behind the scenes to publish the game some time soon.

Since last time you heard from us, the game has been updated multitude of times bringing many new features, that we feel is bringing us closer to our Classic RPG Roguelike dream of game.

Except for many stability improvements (dungeon logic updates, bug fixes, UI improvements, deck expansion etc.) we have added, due popular demand, an array of features such as:

Game action log - displayed next to the game board, allows players to keep a closer look on what exactly happened and provides general information on the results of their hero's actions as well as those of their opponents and the environment.

Shields - new ( rather self explanatory ) item class. Equipping shields will automatically un-equip any two-handed, be it, melee or ranged weapons currently held by you hero.

Item durability - items found in the dungeon now also differ in their condition, which will deteriorate with use (Blacksmith's tools can be used to restore it ). Weapons, shields, helmets & armours which loose all the durability points will no longer provide any benefit to the hero's stats and will be marked as broken in the inventory.

Logic behind magic - Magically talented characters (those who's base max mana is greater than health points) now start the game with 3 randomly selected 0-level spells, making them unique in their knowledge of craft. Warlocks (those characters who's starting max mana is equal to max health) will begin their adventures with one randomly selected spell to compliment their game style.

If characters max mana points exceeds their maximum health points, they will have an experience level based chance of permanently learning the spell they cast from a scroll.

Enchantment and crafting update - runic tools will give your hero a chance to empower common items, weapons and armour with magic. (Percentage chance is determined by max mana). Many new crafting recipes will allow your hero to produce equipment that often exceeds current dungeon level and hence could not be acquired otherwise at this time.

Survivors - very excited to announce that your hero may now actually survive the depths of our dark and unforgiving dungeons (we made sure that it's still very unlikely ;D ) and surface once again to the vast and beautiful Old World.

This way each player can now have up to 3 characters to role-play with (we're now working hard on creating the next stages of their adventures).

We have added new quests, unique events, enemies and items.

PC client scroll control now allows you to zoom in and out the game board to improve the readability of some UI components.

Android client will now also indicate if your hero has received damage with a shaded border of the viewport.

We will be back soon with a more complete list of what's new and what changed.

We would like to make a note here, and bring your attention to the fact, that regardless of platform you play Ethernalis - Alpha Access on (mobile or PC) you are connected to the same game server and our main goal now is to finish off the massively multiplayer engine functionality. Stay tuned, and be sure - we love and truly appreciate all your awesome support o7

Ethernalis team.