Sovereign Syndicate

Urdnot_Wrex

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On a more serious note, it's still a surprise for me and great to know that wishlisting a game can have as much impact as deciding in which languages it's translated.
I mean, until very recently had no idea that it's more than simply a memory function to keep track of games I'm interested in, and I doubt I'm the only one.
 

mlnevese

Innkeeper
Staff member
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674
On a more serious note, it's still a surprise for me and great to know that wishlisting a game can have as much impact as deciding in which languages it's translated.
I mean, until very recently had no idea that it's more than simply a memory function to keep track of games I'm interested in, and I doubt I'm the only one.
For us it's a memory tool... for the industry it's a good index of what kind of market is interested in their games...
 

IsaacCHS

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Messages
13
Absolutely, wishlisting is important for a lot of reasons,

- It shows the potential market for a game, and is a common metric used by publishers and the game industry at large to show potential for success
- It shows regional statistics that let you tailor your product for the markets that have shown interest
- It works as part of the Steam algorithm to decide which games get shown in widgets like "popular upcoming" which can drive additional traffic (and sales)
- Email notifications are triggered for sales events to people who have wishlisted the game

A couple articles on it for anyone who really wants to dive in:

https://partner.steamgames.com/doc/marketing/wishlist#

 

Skatan

Innkeeper
Staff member
Messages
233
Hi there. I tried the demo some time ago and played the minotaur path until I died. I enjoyed the setting quite a bit! I am not into steampunk settings so much, I'm not anti it either, it's just not my favorite. Everytime I see a sassy teenage girl with a tophat and those damn goggles I cringe, I'll admit. Always. Those. Goggles.

The graphics were really cool. I like the dirty, gritty feeling personally. The characters seems interesting enough even if I personally prefer to make my own, or at least have a pretty big impact on the skills etc. I did get some shadowrun vibes testing it and reading through this thread now I see you were inspired a bit by it indeed.

I only have one question really, since I played too little to come up with anything else, but I got the feeling the randomness was very high. I didn't pay perfect attention to the outcome of skill checks, but my overall feeling was that it felt very random if I would fail or succeed and I didn't totally understand how to use the cards. However, I did at the same time kinda get the feeling that if I do buy and play this game, perhaps I should just go all in on the randomness and just go with the flow instead of minmaxing and perfecting a char that never fails a single check like I normally do, heh. So, the question is: do you have planned out how big of an impact the player has on the checks vs how much will remain RNG? If yes, can you give some insight?

Lastly I can just give some feedback on one thing for the minotaur:

It's stated he's an alcoholic and that he has great stamina etc. Yet when I met some dude in a tower, it was a month ago I don't remember the details, we could share a very, very strong drink together. The dialogue allowed me to keep drinking and I was sure that my guy being the alcoholic used to strong stuff would beat the human in the drinking game. Turns out the player doesn't and the minotaur guy dies from the drinks while the human dude seems fine. To me as a player it just felt very counter-intuitive considering the info I had receieved about my character and his abilities. But hey, maybe it makes sense somehow in your games' universe and setting.

Anyhow, best of luck to you and the team! I hope for a successfull development and go-live.
 

IsaacCHS

Habitué
Messages
13
Hi there. I tried the demo some time ago and played the minotaur path until I died. I enjoyed the setting quite a bit! I am not into steampunk settings so much, I'm not anti it either, it's just not my favorite. Everytime I see a sassy teenage girl with a tophat and those damn goggles I cringe, I'll admit. Always. Those. Goggles.

The graphics were really cool. I like the dirty, gritty feeling personally. The characters seems interesting enough even if I personally prefer to make my own, or at least have a pretty big impact on the skills etc. I did get some shadowrun vibes testing it and reading through this thread now I see you were inspired a bit by it indeed.

I only have one question really, since I played too little to come up with anything else, but I got the feeling the randomness was very high. I didn't pay perfect attention to the outcome of skill checks, but my overall feeling was that it felt very random if I would fail or succeed and I didn't totally understand how to use the cards. However, I did at the same time kinda get the feeling that if I do buy and play this game, perhaps I should just go all in on the randomness and just go with the flow instead of minmaxing and perfecting a char that never fails a single check like I normally do, heh. So, the question is: do you have planned out how big of an impact the player has on the checks vs how much will remain RNG? If yes, can you give some insight?

Lastly I can just give some feedback on one thing for the minotaur:

It's stated he's an alcoholic and that he has great stamina etc. Yet when I met some dude in a tower, it was a month ago I don't remember the details, we could share a very, very strong drink together. The dialogue allowed me to keep drinking and I was sure that my guy being the alcoholic used to strong stuff would beat the human in the drinking game. Turns out the player doesn't and the minotaur guy dies from the drinks while the human dude seems fine. To me as a player it just felt very counter-intuitive considering the info I had receieved about my character and his abilities. But hey, maybe it makes sense somehow in your games' universe and setting.

Anyhow, best of luck to you and the team! I hope for a successfull development and go-live.

Thanks! We've actually made some significant updates and we're running a playtest again right now if you'd like to play, just download the update if you still have it in your library, or go to the Steam page and grab it again.

Yes, we've significantly developed character creation and the tarot system, should feel a lot more intuitive now.

Thanks again!
 

Urdnot_Wrex

Habitué
Messages
608
I'm not good at writing a structured review, but after spending a bit of time with the most recent playtest, I'd like to share a few of my impressions.
(gave feedback on small problems via the game itself and the Discord already, this post is meant to give an overview for others and my general impression of the game)

First of all, the character creation. It's short and simple for now, because at the moment you can only play the minotaur Atticus Daley, the other options aren't available yet. You can choose a focus that gives you a bonus to certain status attributes and a Major Arcana card to boost one of your decks (more about that later).

In this screen, you can only see the background story and the attribute bonus and perks the choice gives, but not the effect the Major Arcana card has on the tarot decks in the game. Maybe that's intentional, or maybe it would be an idea to add that information here already, to make it easier to see the consequences of your choice when you're still unfamiliar with the cards.

20220803205130_1.jpg


The first time I chose The Hermit, with a starting focus on Wit and a bonus to Persuasion checks, but later played with the other 3 choices as well to see what they change. The different attributes and perks make for different outcomes in skill checks, obviously, and the influence of the Major Arcana can be huge, but you can gain one or more of the other cards you didn't choose in the beginning during later level ups.

I don't think the starting text of the game counts as a spoiler, so here it is, to get a first idea.

20220806153524_1.jpg



Text and dialogue or self-talk contain several words that might be a bit old and unfamiliar or have a street slang meaning in the context. They're highlighted with a different colour and you can hover over them for explanation. In this particular case I happen to know what laudanum is, but I find this feature very useful, especially for people who, like me, aren't native speakers.

20220816205241_1.jpg


This example is also a warning, there's quite a lot of talk about and use of drugs and alcohol, as is being mentioned in the game description, so people who feel uncomfortable with hanging out in opium dens might want to consider in advance if this game is for them, see also here:

20220816205438_1.jpg



By picking certain dialogue choices, you can gain yellow bile, black bile, phlegm or blood points (as in the 4 temperaments described by Hippocrates), which in return let you gain levels in their according attributes:

20220816202952_1.jpg



So, as @IsaacCHS mentioned somewhere earlier in this thread, you don't assign attribute points, you earn them by picking the according dialogue choices or actions.
Skill checks happen in the dialogue window, too, for example if you want to persuade or intimidate someone, open a lock or cast an illusion.
They cost either Vigour or Nerve (the two symbols next to the portrait) and require you to draw a card.
Hovering over the according dialogue choice shows your odds, which can be helpful to decide if trying is worth it.


20220816204936_1.jpg



In this case it's rather easy, of course, but there are situations where your chances are 4%, for example, and you might not want to try that.

In the tarot tab you can see the 4 decks and the situations when they're used, like this:

20220809125556_1.jpg



I still haven't figured out yet how exactly the tarot works, but during a skill check you usually select one out of 3 covered cards from the deck, and the value of the card together with the calculation shown in the previous screenshot determines if you pass or fail.

This is where the Major Arcana can have an influence. In this picture above, I have The Chariot bound to the yellow deck, and that one means during a skill check, one of the 3 cards I draw will be revealed already. Some others have effects like drawing 4 or 2 instead of 3 cards, highlighting the card with the lowest value in the row while they're still turned, or gaining 1 point of vigour or nerve every time a face card is drawn.
What the advantages or disadvantages of that are, I'm not 100% sure, because if I have understood the system correctly, you need to memorize which cards are still in your deck to know your chances, because the full deck will only be shuffled and started again when all cards are drawn, or when you draw the Fool.
If anyone who knows better reads this, correct me please.

At level up, you can choose betwee 3 things: Either increasing the leveled attribute permanently by +1, or gaining a few perk points on something, or selecting a new Major Arcana card.

And how do you regain the Nerve or Vigour you spend on the skill checks? Sometimes by drinking alcohol, sometimes by proper hygiene! (and probably by other actions, soon to come)

20220816205015_1.jpg



So my little minotaur spent his time pickpocketing a sleeping drunkard, getting a rat bite, talking to an automaton, trying to persuade an engineer, saving a cutpurse, only to lose his patience with wires and electricity and decide to try to run through a werewolf containment fence just to find out what's on the other side. The fence was not as much of a problem as the electricity, but at least it allowed me to see a very nicely done death screen.


20220803212510_1.jpg




My conclusion is that I like how the game looks, the setting, the dialogue-based gameplay and the general tone. The little piece I have seen of the story was enough to catch my interest, and once I started to figure out how the tarot system works, I got better at improving my chances with the skill checks and how some build choices lead to this or that outcome or unlock situations that are otherwise inaccessible.

Minor issues I had were draining of nerve and vigour (but that was obviously because playtesting I tried every skill check, even those that made no sense at this point, and I'm sure more options to recharge them will be added), understanding the card system, the fact that you can't retry several skill checks after failing once (so either replay the game multiple times or save before every choice!), the fact that you have only 4 save slots and that some situations seem unsolvable at this point, but I'm quite sure that's because it's still only a playtesting build and some parts of this area will probably still be accessible later in the game when you are better leveled or equipped to solve them, or because you just have to live with the randomness and try often enough. I just hope there won't be situations that must be passed and therefore lead to save-scumming.

I can definitely see the potential of this game, was happy to hear today that it has been selected for more funding and will therefore have the capability to grow further in the future, and hope to see more of it soon!
 

IsaacCHS

Habitué
Messages
13
I'm not good at writing a structured review, but after spending a bit of time with the most recent playtest, I'd like to share a few of my impressions.
(gave feedback on small problems via the game itself and the Discord already, this post is meant to give an overview for others and my general impression of the game)

First of all, the character creation. It's short and simple for now, because at the moment you can only play the minotaur Atticus Daley, the other options aren't available yet. You can choose a focus that gives you a bonus to certain status attributes and a Major Arcana card to boost one of your decks (more about that later).

In this screen, you can only see the background story and the attribute bonus and perks the choice gives, but not the effect the Major Arcana card has on the tarot decks in the game. Maybe that's intentional, or maybe it would be an idea to add that information here already, to make it easier to see the consequences of your choice when you're still unfamiliar with the cards.

View attachment 2736

The first time I chose The Hermit, with a starting focus on Wit and a bonus to Persuasion checks, but later played with the other 3 choices as well to see what they change. The different attributes and perks make for different outcomes in skill checks, obviously, and the influence of the Major Arcana can be huge, but you can gain one or more of the other cards you didn't choose in the beginning during later level ups.

I don't think the starting text of the game counts as a spoiler, so here it is, to get a first idea.

View attachment 2737


Text and dialogue or self-talk contain several words that might be a bit old and unfamiliar or have a street slang meaning in the context. They're highlighted with a different colour and you can hover over them for explanation. In this particular case I happen to know what laudanum is, but I find this feature very useful, especially for people who, like me, aren't native speakers.

View attachment 2738

This example is also a warning, there's quite a lot of talk about and use of drugs and alcohol, as is being mentioned in the game description, so people who feel uncomfortable with hanging out in opium dens might want to consider in advance if this game is for them, see also here:

View attachment 2739


By picking certain dialogue choices, you can gain yellow bile, black bile, phlegm or blood points (as in the 4 temperaments described by Hippocrates), which in return let you gain levels in their according attributes:

View attachment 2740


So, as @IsaacCHS mentioned somewhere earlier in this thread, you don't assign attribute points, you earn them by picking the according dialogue choices or actions.
Skill checks happen in the dialogue window, too, for example if you want to persuade or intimidate someone, open a lock or cast an illusion.
They cost either Vigour or Nerve (the two symbols next to the portrait) and require you to draw a card.
Hovering over the according dialogue choice shows your odds, which can be helpful to decide if trying is worth it.


View attachment 2741


In this case it's rather easy, of course, but there are situations where your chances are 4%, for example, and you might not want to try that.

In the tarot tab you can see the 4 decks and the situations when they're used, like this:

View attachment 2742


I still haven't figured out yet how exactly the tarot works, but during a skill check you usually select one out of 3 covered cards from the deck, and the value of the card together with the calculation shown in the previous screenshot determines if you pass or fail.

This is where the Major Arcana can have an influence. In this picture above, I have The Chariot bound to the yellow deck, and that one means during a skill check, one of the 3 cards I draw will be revealed already. Some others have effects like drawing 4 or 2 instead of 3 cards, highlighting the card with the lowest value in the row while they're still turned, or gaining 1 point of vigour or nerve every time a face card is drawn.
What the advantages or disadvantages of that are, I'm not 100% sure, because if I have understood the system correctly, you need to memorize which cards are still in your deck to know your chances, because the full deck will only be shuffled and started again when all cards are drawn, or when you draw the Fool.
If anyone who knows better reads this, correct me please.

At level up, you can choose betwee 3 things: Either increasing the leveled attribute permanently by +1, or gaining a few perk points on something, or selecting a new Major Arcana card.

And how do you regain the Nerve or Vigour you spend on the skill checks? Sometimes by drinking alcohol, sometimes by proper hygiene! (and probably by other actions, soon to come)

View attachment 2743


So my little minotaur spent his time pickpocketing a sleeping drunkard, getting a rat bite, talking to an automaton, trying to persuade an engineer, saving a cutpurse, only to lose his patience with wires and electricity and decide to try to run through a werewolf containment fence just to find out what's on the other side. The fence was not as much of a problem as the electricity, but at least it allowed me to see a very nicely done death screen.


View attachment 2744



My conclusion is that I like how the game looks, the setting, the dialogue-based gameplay and the general tone. The little piece I have seen of the story was enough to catch my interest, and once I started to figure out how the tarot system works, I got better at improving my chances with the skill checks and how some build choices lead to this or that outcome or unlock situations that are otherwise inaccessible.

Minor issues I had were draining of nerve and vigour (but that was obviously because playtesting I tried every skill check, even those that made no sense at this point, and I'm sure more options to recharge them will be added), understanding the card system, the fact that you can't retry several skill checks after failing once (so either replay the game multiple times or save before every choice!), the fact that you have only 4 save slots and that some situations seem unsolvable at this point, but I'm quite sure that's because it's still only a playtesting build and some parts of this area will probably still be accessible later in the game when you are better leveled or equipped to solve them, or because you just have to live with the randomness and try often enough. I just hope there won't be situations that must be passed and therefore lead to save-scumming.

I can definitely see the potential of this game, was happy to hear today that it has been selected for more funding and will therefore have the capability to grow further in the future, and hope to see more of it soon!

Thanks for the review! Just recovering from my recent trip to Gamescom but we're working on a lot of exciting developments, stay tuned!
 

Urdnot_Wrex

Habitué
Messages
608
Latest news from Sovereign Syndicate, found on Steam https://store.steampowered.com/news/app/1674920/view/

"Now that we’re further along in development we’re taking some time to re-assess whether some of the mechanics and systems we’ve developed are fit for purpose and reinforcing the core gameplay loop of exploration, storytelling, and meaningful dialogue choices. I’ll be going over some of the changes we’ve made in the next few updates.

Today I’ll be talking about our change to the vigour and nerve system which we’re now calling hope and despair.

The inspiration for this started with other two resource game systems like Diablo’s health and mana or Disco Elysium’s health and morale. A standard health / hit points and a second resource that together manage damage and healing and consumption of a secondary resource that was used for some other purpose.

Initially we were designing interactions around having a cost to vigour or nerve depending on the inner voice used for the action, and designing areas, interactions, and consumables to restore or damage these resources.

While this system was okay, we didn’t feel like it was doing a good enough job of reinforcing our core gameplay loop and feeding in to meaningful and variable dialogue choices. So, we’ve redesigned it to a single resource meter that measures your characters level of hope or despair.

This meter is divided into five levels, Hopeful, Optimistic, Content, Weary, and Desperate. Different interactions and consumables still effect this resource; but more importantly the level will affect the dialogue choices you have available. For example, a hopeful character may have different dialogue choices or actions they can take in a given situation than a desperate character would, and these choices are gated behind the hope and despair meter to provide for some choice and consequence."
 

Urdnot_Wrex

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Messages
608
For everyone who hasn't subscribed to it, here's the most recent newsletter:


Wed, July 26
Discussing New Tarot Card and Traits Systems
Game System Design Changes

"Hi Everyone, as promised, I’m checking in with another update on the state of the game and some recent changes we’ve made.

As I discussed in the last update, now that we’re further along in development we’re taking some time to re-assess whether the mechanics and systems we’ve developed are fit for purpose and reinforcing the core gameplay loop of exploration, storytelling, and meaningful dialogue choices.

Today I’ll be talking about our changes to the tarot card and trait systems.

Initially we were treating major tarot cards more as an augment to the card draw mechanic, changing how the minor arcana (used in place of dice) were drawn based on which major tarot cards the player unlocked and equipped to their decks. This was an interesting approach; but ultimately it was never as fun as we wanted, and a lot of players were confused by how this system interacted with the chance of success for a given draw.

Going back to our core gameplay loop, we asked ourselves how we could better design this system to provide more meaningful character customization and dialogue choices. As a result, we’ve simplified the card draw system. We’ve retained the minor arcana decks and associating them with the players attributes; but instead of having major tarot influence the card game, major tarot are now used to give your character traits.

This simplifies the card draw quite a bit, drawing one card at a time per attribute and minor arcana deck. The result is an easier to understand mechanic that feels more fair to the player and that allows them to focus more on core gameplay rather micro managing their major tarot equips.

For traits, we’d always been inspired by etiquettes in Shadowrun, specializations that players could select during character creation or earn during gameplay that would unlock special dialogue options and paths through the game. We’d iterated on this quite a bit earlier in development, but it never quite felt right.

Now that we’re using the major arcana cards to unlock traits, we’re able to make character creation and dialogue choices more meaningful and reactive to the player’s choices. With certain dialogue choices gated behind certain traits we’re able to offer more interesting choices in gameplay and provide more replay value as well. I’m really excited about how this change has made the game better and easier to understand.

That’s it for today, in future updates I’ll be discussing changes to the dialogue and UI panels and in-game options, so stay tuned for those!"
 

Antimatter

Administrator
Staff member
Messages
1,761
Independent video game studio Zugalu Entertainment has acquired Crimson Herring Studios, with the latter now set to operate under the Zugalu brand.

Zugalu said it will "integrate Crimson Herring’s narrative-driven approach into [its] upcoming projects [... to] enhance the quality and depth of future titles, providing players with immersive storytelling and refined gameplay experiences."

As part of this acquisition, Crimson Herring's Isaac Otway will join Zugalu Entertainment as chief operating officer (COO), "ensuring Zugalu continues to grow and create even better games for players worldwide."

"We are excited to welcome the talented team from Crimson Herring Studios into the Zugalu family," said Branden Sloane, founder and CEO of Zugalu Entertainment. "Their expertise in crafting narrative-driven games aligns perfectly with our vision of delivering rich, engaging experiences to players. This acquisition allows us to accelerate our growth and expand our creative horizons."

Otway added: "Joining Zugalu Entertainment in this new role as COO is an exciting opportunity, our team can achieve so much more together. I have a great deal of respect for Branden and his team, and the business they’ve built, and I look forward to helping shape the company’s future and working alongside this talented team to deliver unforgettable gaming experiences."

 
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