It’s been a long road and not always smooth, but finally, our game is ready to launch on both XBox One and PS4 at the end of this month!
A full version of the single-player game will be out in time to be enjoyed during the long summer holidays.
Continuing last month’s expose on the many good and bad monstrosities in the eastern lands of Thea, we’ll talk about some more demons and the scourge of the unliving.
The un-living are those poor wretched beings who’s soul was destroyed/torn out or taken, yet the bodies remain animated by dark, gruesome magics. Unlike demons, who can also be born out of death, the unliving were made by necromancers, twisted warlocks or wicked witches. Such magic is deadly, dangerous and forbidden by the gods, yet its scourge remains a constant threat in Thea. While last month we gave an account of varied creatures who may or may not wish you harm, today’s selection is rather more keen on human demise.
During the long century of darkness, it has been recorded that the unliving gained strength and numbers and while the sun has awakened more than two centuries ago now, the shattering has once again de-balanced our world and brought out yet another wave of the unliving plague.
A sample of monsters, both natural and unnatural – although the distinction is often foggy at best.
Skeletons and unliving corpses – the two main types of the unliving are skeletons and corpses. Scholars argue to whether the two forms are separate in type: do they require different rituals to raise? Are they different in nature? Some insist that the two are simply raised at different stages of the body’s decomposition cycle, thus some will be mere skeletons and others will still carry flesh. But some experts suggest that unliving corpses have been known to bite and even devour the flesh of the living, while skeletons seem to work more as bodyguards or fighters, and seem rather uninterested in any form of sustenance. There are few written accounts to draw a single conclusion, but the latter carries more weight.
Thea is a vast land split into many continents and cultures, and now, after the shattering, it is even more fractured and diverse. Slavya was once a continent where the Cosmic Tree grew and the battle with the Darkness took place. Despite the earth being torn to pieces, the floating islands remain steeped in Slavyan folklore and infested by the so called demons.
In a world filled with ghosts, risen dead, magic and unhumans, it is often unclear how the Slavyans distinguish one to be a demon, but the general definition stands as follows:
In the dawn of the success of CD Projekt Red’s The Witcher 3 and their welcomed, arguably innovative, or perhaps retro attitude towards free content, it is easy to see why even the little guys may want to follow those giant footsteps. But is it viable for indie developers to do so? And more to the point, why do it at all?