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Default RPG Vaporware you really wish would materialize

August 29th, 2018, 06:40
Anyone here remember Rain of Reflections a game from Lionbite Games.

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I wouldn't call it vaporware yet but development is so damn slow.
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August 29th, 2018, 23:22
Originally Posted by vurt View Post
Aliens: Crucible RPG - Obsidian

wow.. would have loved to see that..
Me too!
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September 6th, 2018, 04:15
Well here are two more updates for games that are almost vaporware.

First up we have The Memory of Eldurim which failed to get funded, but still released on Steam Early Access on Feb 7, 2014. Development has been very slow over the years.

After checking for updates it appears to be canceled.

Link - https://steamcommunity.com/app/26867…3806570561860/
I realize there's still lots of folks here asking questions so I thought I'd try to give some answers.

Is this game dead?
As should be obvious from the date of the last update, this game isn't actively being developed.

what happened?
We had to get other jobs as we weren't making enough money from the game to pay ourselves anything.

Develop on the side?
Unfortunately, I was the only one interested in continuing and I couldn't do much alone.

Will you ever revive the game?
I personally would love to do it! But I don't forsee it happening in the near future.
The second game is called Witanlore: Dreamtime which is a spin-off of another game that failed to get funded, and developed by a few modders called Druid Gameworks.

The good news is the game is still being developed and updated.

Link - https://steamcommunity.com/games/554…10481744131442
Hail Witanlore Fans, Cole here checking in with a loooooong overdue update on the project. Development is quite slow but sure at this stage, the team is much smaller now (only about six of us at the moment) and our time is split between Dreamtime and other jobs we've had to take to maintain some kind of income for things like roofs and food. However, the project is still alive and making steady progress. Our updates on Twitter are much more regular, so if you want to stay up to date with Witanlore and all things Druid Gameworks, follow us on Twitter @DruidGameworks or @Witanlore for more regular news. These Steam updates just take a lot of time and we don't always have significant enough news to share to fill out a news worthy post!

A time may be fast approaching when we will have to move on from Witanlore: Dreamtime in order to pursue projects that will help grow the company financially rather than drain it, but for now, we remain dedicated to this game and our wonderful fans, so don't count us out just yet!
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September 11th, 2018, 04:57
Another funded kickstarter game from 2014 called Liege is not dead yet.
Thanks for checking in guys, and for the continued support!

Definitely not vaporware Daryl! Just keeping my head down while trying to dig out of this rut. I've made a lot of mistakes on the design side and am paying for them, but I'm learning a lot along the way. I know it's been a long stretch, but we're getting there!

My main focus is still figuring out how to keep the game interesting in the mid and late game. In the original design, my focus on accessibility and minimalism resulted in the combat system lacking the depth to support a substantial quest and progression system.

Finding ways to add depth and satisfying progression without resorting to grindy JRPG-style power curves isn't easy- turns out those tropes exist for good reason! My goal is to have enough systems (elevation, line of sight, knockbacks, various types of buffs/debuffs, etc) to unfold over the course of the game. I think this approach is much more interesting, but obviously it takes more effort. Most of the work to support these systems is done, but fitting them together and balancing will take some time.

As far as my to-dos: my next milestone is wrapping up a playable "combat sandbox" where I can quickly test the above mentioned systems with different map layouts and unit combinations. Instead of sharing polished "chapters" of quest content as originally planned, I'm planning on blocking out the game's main battles from start to finish in the sandbox first. Once I've finalized the game's main battles and overall progression, I'll switch focus back to linking everything together with the exploration, story bits, and polish to form the main quest. Hope that helps, let me know if there's anything else!
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