Thea 2: The Shattering Pre-alpha Gameplay Pt 2

As we are building up to the EGX show in Birmingham next week, we’ve put together another playthrough of our demo. In this one, we are showing off a couple of new features: children – what we settled on in regards to their equipment allowance, and their growing up mechanics; character progression – we will show you how the new lvl up feature where you get greater control over how your characters gain skills and stats works; combat vs concept and a couple of new quests.

 

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Release dates for Thea 2: The Shattering

We’ve been having a lot of team meetings and progress reviews (sounds all formal, but we’ve just been assessing realistic goals and targets that still need hitting) and we have a few announcements to make this month.

So firstly, as you know, our policy has always been to only release our game into early access once it is feature complete and fully playable. Not only do you not get a second chance at a first impression, but more importantly, we’d hate for our fans to pay for something they cannot fully enjoy yet.

With that in mind, we set the date for the Steam early access release for November 2018. We then hope to fully release the game in the first quarter of 2019.

Thea 2 pre-alpha gameplay

Hi everyone.

So we’ve had a chance to show a short demo of some pre-alpha gameplay for Thea 2 at Digital Dragons last month and today, we want to share a play-through from that.

Now, the video is a bit long, but we wanted to show as much as possible.

As you can see, the game is finally taking shape and since the demo was made, we’ve already updated and improved the crafting and recipes and added more content, so things are going well. We got some good feedback from the players, and we were pleased to see all three modes(physical, mental and spirit) working really well in the card game. The crafting, especially cooking, was fun as always and we had some positive words about our new UI and the general direction we’re heading, which is great.

Little insight into our creative minds…

We’re painfully aware that we’re not keeping the website up to date, but we’re not dead, just too busy to remember about updates 😛 This month, we’re going to share some of our internal team mechanics and struggles with all of you who care.

So, the problem we’ve been having recently was floating foxes and seaworthy bones – it turns out we have visual issues with our resources when they spawn on a shoreline.

As you will see below, we have some water-loving foxes next to some aqua vegetables, goats having a swim and some bones floating happily in the sea.

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First look at our new event editor.

Hi, it’s been a while since we’ve given some progress update here, so today, I will showcase our event editor for Thea 2.

Those of you who tried the one from Thea: The Awakening may find some familiar features, but the tool has been done again from scratch and has some amazing potential, especially for those willing to do some scripting too.

Please keep in mind that this is still very much WIP this is certainly subject to change.

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Monsters of Slavya Part 2

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.

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Demons of Slavya part 1

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:

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