A snapshot of the development build, for people who want to know what exists rather than what is planned.
Playable today
- A story route from the cage in the ossuary, through Start Village and the Priest’s pledges, into the Cult Arena and beyond, with a quest journal and branching dialogue.
- Three Reliefs (Holy, Blood, Dark) with five spells each, written letter by letter.
- Weapon techniques for dagger, sword, axe, greatsword, greataxe, bow, torch and unarmed, plus lock-on combat and a shield parry.
- Stealth, pickpocketing, lockpicking, and a sight-and-sound detection system.
- Kingdom law: witnesses, guards, arrest, bribes and jail.
- Taming for goats, deer, moose, cows, bears and the Minotaur.
- Co-op for up to four players on LAN or direct IP, plus two-player split-screen on one PC, and a PvP arena hub for up to eight.
- The Opera Hall, where the Jester replays your finished quests.
Not yet
- Internet play (it needs an online service we have not switched on).
- Final art for many places. Parts of the PvP arena are still placeholder.
- The Witch Village and Cult Village stories.
- A Steam page, a date, and a price.
Co-op has been tested here with several game processes on a single computer. Two separate computers have not been tested yet, and we will say so until they are.