Knights of Frontier Valley - Coming to Early Access

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Spaceman
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Adamant Studios has announced that Knights of Frontier Valley will be coming to Steam Early Access at the end of 2021.



Greetings, venerable Knights of Frontier Valley!

Hi All,

Thanks for checking out this game.

I'm working as fast as I can on a playable Early Access release which will be a sandbox. This means you'll be able to explore the wilderness, enter some of the towns and dungeons, find treasure, beat up monsters, and more.

The world, dungeons, and to a large extend also the towns are procedurally generated, so each new game will be very different.

Everything you can see in the trailer is real game footage and the following things are working today:
- Creating your character
- Exploring the entire world map and zoomed-in wilderness maps
- Entering all dungeons and towns; however, most are still empty, so I'll leave those out of EA
- Using the inventory (most items that will be in the final game are already there)
- Some player character status - he can get tired and injured, rest and recover
- Ambience features including day/night-cycles, weather, and seasons
- Saving/loading the game
- Basic combat workflow (no AI yet)
- The lockpicking mini-game
- Some Cutscenes

A lot more will be added for EA, but the following will likely not be included in the first release:
- A real story and the 10 chapters the final game will be divided into
- Factions
- The ability to enter most buildings, dungeons, and towns
- Most (maybe all) quests
- Magic
- A tuned NPC-AI for combat and day-to-day behavior
- Two more mini-games (jousting and sniping)
- UI eyecandy

About the timeline... you probably know this - it will be done when it's done. With the exception of freelancing artists there is only one person working on this game (me), so please bear with me while I'm working on the design, programming, art and music spec/review/integration, testing, code building, social media, the website, campaigns and more. I absolutely love doing all of it but it just takes a bit of time. That said, without being able to make any promises, I'm aiming for something still this year.

It has been an incredible four and a half years coming to the point where it is now. The game is running on its own engine, so everything is done from scratch, plus, this is my first game, so there was a lot to learn too. But it has been tremendous fun, and being able to follow your dream is extremely rewarding.

If you'd like to learn more about the development process, please check out the dev blog on the website. There's also an FAQ page with some more info.

I'd love to hear any feedback and will be happy to answer any questions. You can find me on various social media platforms (see links on the store page, most updates are on Twitter), but I'm not posting all that often because this can get very time-intensive - I'd like to focus on finishing the game.

Cheers,
Martin
More information.
 
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Roguelikes and permadeath just don't fit in a working man's gaming hours. I don't have time to replay areas so these get automatically filtered when looking for game. If I can't save anywhere, I can't spend money.

This doesn't mean there is anything wrong with the game, just that it isn't for busy people.
 
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The video in steam page plays at half speed?
 
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I can handle perma-death, if it's implemented well. The rogue-like, however, I've simply had my fill with these days. I'll check out some review when this is fully released to see what others think.
 
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Liked the music. Permadeath makes my britches twitch. The roguelike part is unfortunate.
 
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I think the weather/precipitation needs to be more visible in the playable game world, not just in the left ambient screen (which I can't decide if it's neat or just pointless) and resting animations.

I don't mind the idea of a procedurally generated world that also has story and NPCs, if that's the case. Could be interesting.

But I don't follow the permadeath idea in a 10 chapter game.

I like the high fantasy, and the gameworld graphics are nice enough, music is good but you'll get sick of it like the two songs that are always played during Gwent in W3.

Finally the animations come of as weird slow motion.
 
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Knights of Frontier Valley developers:
- Hey! Lets create a ridiculously convoluted combat that also looks laughable! Yaaaay!
 
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Thanks y'all for the feedback

Hi all, Permadeath is a love/hate thing… it was totally normal with the original Rogue and clones, and newer titles like The Long Dark, Kingdoms, FTL, and many others have shown that it still is popular with a lot of people.
As the designer of this game I can say that the concept is meant to be challenging and replayable. Part of the fun is trying to beat the challenge. It's not meant to be casual… but it will be just great for "busy folks". Let's face it - people who really are super busy have no time to play any games. People who do have time to play should play whatever they have fun with. For some, that's a challenging game.
I think of it like a game of chess - there's no loading after losing, you just play again. This works with a procedural world.
You will be able to save everywhere (just no loading after death).
@mbuddha;: Great, constructive comment - thanks :) The precipitation really should be more visible on the map (it is somewhat visible today when the weather gets really nasty, but normal rain isn't shown at all yet). This is something I need to work out without cluttering the view. No worries about the music variety, there are more than two hours of music of different styles (some can be listened to on the website).
Cheers and appreciate the feedback.
Martin (developer)
 
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