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In Dustgrave, NPCs will remember what the player does, and react accordingly. So, don't go around stealing too much if you care about your reputation.
So, we added mafia-style mobs to our fantasy RPG. And it looks like they already had a quest for me! Luckily, we have no in-game models of horses...
It's over, we sacrificed realism for aesthetics once again. Since we couldn't have decent lighting inside buildings, now the sunlight magically goes through the roof when the player is inside a building.
Dustgrave's will soon receive a massive update, adding variety and balance to the combat system!
We developed a complex system of Relationships and Records for Dustgrave, so that all important events can be tracked and NPCs can react to them depending on their beliefs.
In this video, we explain how it works!
It took a lot of work, but now Dustgrave's sunsets can truly instill joy and calm.
Unless you are the guy with the massive quest mark on his head, surrounded by bodies.
He's probably a little stressed right now.
None of us ever worked as a lumberjack, and it shows in the game. Marco here is spending hours punching a log. Marco is not getting paid.
We called our game Dustgrave: A Sandbox RPG because "Oh God, it's so much easier to create arid environments!" is not that good of a title.
And because it's a sandbox RPG.
And there's at least a grave, somewhere.
We're working on a Disguise System for Dustgrave, so that players can cosplay as members of other factions, and mess with NPCs in many new, chaotic ways!
One of the best things we made for Dustgrave is dynamic settlements. Town can be conquered, destroyed, infested, and occupied by different factions, with furniture and decorations changing accordingly!
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