Arcane Quest 3 Marco Pravato Once again, the Powers of Darkness have returned to threaten the Realm of Auria. Join an epic journey to restore the ho… TouchArcade Rating: Free Buy Now Watch Media DetailsOnce again, the Powers of Darkness have returned to threaten the Realm of Auria. Join an epic journey to restore the honor of your guild and save your people, in this fantastic mix of adventure, role-playing, and strategy game. Choose your adventurers from 10 unique classes and vanquish hordes of orcs, undead, evil sorcerers and a lot more. Customize your heroes with more than 150 equipment options, learn powerful spells, and use all your strategy skills to defeat your enemies. Play real-time multiplayer quests with your friends and players from all around the world. Create and share your own quests! Infinite gameplay hours are guaranteed by the free level editor. FEATURES - Loyal to the classic tabletop games: roll the dice, level up your heroes, acquire new abilities and purchase the best equipment - Dive into an epic storyline including dozens of quests, find out the secrets of Auria and restore the honor of your guild - Real-time multiplayer missions to play with other players to obtain great rewards - Complete quests editor to publish and share your own quests, and play quests created by other players - Fully translated into English, French, German and Italian What Arcane Quest players are saying: - “Excellent adaptation of the HeroQuest board game. Brings back many childhood happy memories.” - “If you are looking to play a simple D&D board game for your phone, this is the game. Easy and fun, love it.” - “If you have been looking for a fantasy board game this is the best.“ - “If you were a fan of Hero Quest, Dragon Strike or D&D, board games, this is the perfect app to bring you back.” Information Seller:Marco Pravato Genre:Role Playing, Strategy Release:Jul 01, 2016 Updated:Aug 14, 2024 Version:1.8.5 Size:354.2 MB TouchArcade Rating: User Rating: (10) Your Rating:unrated Compatibility:HD Universal GAME TRAILER Subscribe to the TouchArcade YouTube channel Arcane Quest 3 fliindnyce Well-Known Member Jul 7, 2015 134 4 18 #2 fliindnyce, Jul 1, 2016 Downloading now Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #3 Nullzone, Jul 1, 2016 Ah, there you are! And I didn't even get around to drop my feedback so far just been too busy... doing that in a bit, downloading first Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #4 Nullzone, Jul 1, 2016 Last edited: Jul 1, 2016 Here we go, first round of feedback: When in a dungeon: 1) Ability to zoom out the map further, to a bird's eye view. 2) Rotating the overview map should be possible, so I can match it with the dungeon view (yes, my navigation skills are abysmal ). 3) Lootables (crates, sarcophagi, etc.), my Heroes, monsters and traps are very hard to distinguish from the background, due to the muted brownish color palette. Can you add an (optional) highlighter? E.g. lootables get a green border, traps a yellow one, Heroes blue, monsters red. 4) In general, I find the current color scheme very hard on my eyes. After an hour or so of playing, my eyes hurt - mostly from the strain of looking for chests & traps - and I get a nasty headache. 5) Also, it would be better if lootables disappear after opening them. 6) Doubletap to attack acts a little odd, I have to time it right to work. Also, I think it's a tap too many. How about tap to select, tap again to attack as alternative method? 7) I'd like a compass on both the dungeon view and the dungeon map. For the “navigationally challenged” like me 8) Absolutely needs a "move all" of some kind. I started a game with the 2 Summoners. 5 minutes into the first dungeon, and I'm already extremely annoyed by having to move 6 characters every turn. Maybe when not in combat, (give the option to) merge into one visible unit only, representing that the party moves as one. 9) The shapechanged Amazon cannot open chests, they don't even show the green border indicating that there is loot. 10) The Evoker has that skill increasing Attack/Defense when next to its Summon. My visual memory is pretty bad, and I forgot which one is from the Evoker and which one belongs to the Shaman after a few minutes. Can they get an indicator of who summoned them on the portrait? 11) I miss the "give items" function from AQ2. Now I have to drop them and have the other Hero walk over them to pick them up. Makes organising and swapping items quite tedious. Overland map: 1) I do expect something when I tap a town. Maybe bring up the Guild screen? General: 1) Even for hardcore mode, limited saves on a mobile device is not good. I'd remove that. 2) On the difficulty selection screen, show how much the XP/Gold bonus on hardcore mode is. 3) I'd like to be able to respec my Heroes anytime not in a dungeon. While testing, I made a few mistakes; would have been nice to correct those. 4) When a summoned monster kills an enemy, it gets the XP. Those should go to the Summoner instead. 5) In general, I much prefer a "party pool" of XP, where all XP are split evenly (instead of monster XP going to the slayer). Maybe worth a thought? 6) If the trap frequency is anywhere near your other games (and it looks like it), a disarmer is pretty much mandatory. While the Wizard and Ranger have disarming skills, these need Mana and the drain adds up quickly. This leaves the Dwarf as best disarmer, just like in the earlier games. So one party slot is more or less filled by default already. 7) At least early on, the Wizard's Plague spell is ridiculously overpowered: Move in, cast Plague, all dead PROAPK Well-Known Member Nov 12, 2015 111 0 0 PROAPK CHANNEL #5 PROAPK, Jul 1, 2016 Look interesting! I'll try this. lordnedox Well-Known Member May 9, 2014 187 20 18 #6 lordnedox, Jul 1, 2016 Thanks, useful suggestions as always! Will do the best to include these (and a few others I collected before) in a future update. Cheers Duke12 Well-Known Member Oct 25, 2013 1,018 41 48 #7 Duke12, Jul 1, 2016 I agree with points 3 and especially 11. If 11 happens my money is ready. ashmike3 Well-Known Member May 15, 2014 660 9 18 #8 ashmike3, Jul 1, 2016 Really enjoying this so far. Looks good. Gameplay is fun and so far the ads are minimal. I'll likely spend on iap here. Looks like you can buy additional characters, money and some upgrade items. Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #9 Amenbrother, Jul 1, 2016 Pretty sweet so far! I only played 1 mission so far but definately seems like something I could spend some time with! ashmike3 Well-Known Member May 15, 2014 660 9 18 #10 ashmike3, Jul 1, 2016 How do you repair weapons and armor? Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #11 Nullzone, Jul 1, 2016 You need to get the "Forge of Kings" upgrade in the Guild menu. Would be good to have an idea how much cheaper repairing is compared to buying new. ashmike3 Well-Known Member May 15, 2014 660 9 18 #12 ashmike3, Jul 1, 2016 Last edited: Jul 1, 2016 Thanks. Bought the ultimate iap, removes ads and gives all characters and campaigns. Now to save enough gold for the forge upgrade. Nice game. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #13 CalinR, Jul 1, 2016 Last edited: Jul 1, 2016 @dev Seen your games before and since you've got such a good track record for releases, and you work on the demo model, I think I'm going to go for the full bundle, I dig the art and for whatever reason, your game works really well on my iPad 3, which I think is a dinosaur at this point in the game lol. Couple of questions: 1. I feel like I didn't buy your other stuff because it wasn't procedurally generated at all, and I'm one of those older gamers who wants a long experience. What're your plans on replayability, or DLC? I mean this in the nicest way possible, there're something like 12 characters, so it looks deep, but I've literally just tried the game to make sure I can run it before buying anything, haven't spent time on it. 2. Along those lines, are dungeons or levels or whatever replayable? It looks like a much more visual experience than warhammer quest was, and despite being a 40k fanboy, that game lost its charm quickly despite being procedurally generated without significant doodads, this could be the opposite end result if your game's short but pretty lol. (Sorry, as I'm typing I think this is sort of the same question as 1) 3. Even moving through the tutorial, I can echo the one other person's posts about highlighting interactables and some kind of macro management for moving the entire party, don't have a suggestion yet but it looks like it could get cumbersome. 4. Summoner monsters getting XP instead of the summoner is one of the worst concepts that RPGs have propagated in my opinion, squishy mages need XP from far away, defeats the point of the summoner type class if their summons eat up the XP. I've only skimmed posts, so deff take this as potentially unwarranted constructive criticism from a DOS era gamer, if your mechanics don't work like this. 5. I can't believe how smoothly it runs on my old device. I wish AAA publishers optimized their games as well as you do. 6. Will have more to say after I've spent some time with it, genuinely looking forward to it. PS: thank you so much for designing a game that's visually not geared towards 10 year olds, I'm a PC gamer first, but I love the tablet too. However, the mobile gaming scene's been permeated by family friendly titles, which there's nothing wrong with, aside from the fact that I as a consumer want content like this, gruesome and a bit over the top. Personal pref, I know, but I felt the need to express appreciation. PPS: I remember what I liked about WHQ: the side quests were randomly generated levels and repeatable, they went a ridiculously long way to keeping my interest in the game. If that's the case with yours, you got a loyal customer for a good while. Not sure if your engine supports this, but a way to replay levels for XP is a must in tac RPGs. I remember a ridiculous situation in a few I played back in the day where I had to restart the game because I spent my stat points in an "incorrect" way, and couldn't progress because my barbarian was too smart but too weak, let's say. Farming solves that issue entirely. ramzarules Well-Known Member Sep 13, 2014 2,112 128 63 Greece #14 ramzarules, Jul 1, 2016 Nice! as an avid D&D player i am excited about this, even more when i see 1) An IAP with all inclusive premium unlock 2) A dev that listens to feedback. And i want to ask: Is there, or will there be, a Blood "on" option? On this note, am amazed at the quantity-and quality sometimes - of modern ios hack/slashers, where there is zero blood, not even as an option. And don't tell me about family kid stuff, even Hungry Shark has it and ALL the kids i see anywhere are playing it. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #15 CalinR, Jul 1, 2016 Last edited: Jul 1, 2016 Omg this game's awesome. 1. Kudos on the enemy turn camera. 2. Being able to move heroes while others are moving solves the micromanagement issue, don't see how you could improve that or why you should. 3. Skill trees are nice, would love to see them get bigger but not sure they'd need to just for more content's sake. 4. Limiting the number of saves in hardcore mode on a mobile game seems weird, especially since save scumming could be fixed with a save file that always overwrites itself when you quit, FTL, all paradox grand strategy games, every single serious rogue like ever (hyperbolic, I know lol) did the same. All it does is makes me make sure I only play your game if I know I can sit down with it, which is a slight bummer. Any possibility you'd think about changing this? I'm all against save scumming, but this is a mobile title. 5. Any chance you could make the rotate camera button work as a smooth, continuous press? Might just be me but considering how everything else about it works so well, it's jarring to have to see the camera move bit by bit, and I personally hate the pinch rotate scheme. This is another preference thing. 6. Very happy with my purchase, glad the writing's not reminiscent of a 15 year old's idea of dramatic tension. lordnedox Well-Known Member May 9, 2014 187 20 18 #16 lordnedox, Jul 1, 2016 Thanks to everyone for the great feedback! @CalinR About the game contents: there are no procedurally generated levels at the moment, but completing every quest should take quite a lot of time. There will be DLC (freely included in the ultimate pack), but I will take some time to evaluate what to do. Plus, in some cities there are multiplayer quests where you can play in real-time with another player, cross-platform (android, iOS, windows phone or windows 10 desktop), that should add some variety to the experience. Plus, there is a level editor that you can download (for PC only) where you can create your own quests, publish them, and play them in your phone. Check out the "Player's content" button in the main menu. Give it some time though, the game has just been released today Cheers Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #17 Amenbrother, Jul 1, 2016 Ultimate pack bought! CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #18 CalinR, Jul 1, 2016 Last edited: Jul 1, 2016 Marco, Thanks for the reply. From a personal point of view, I've been burned a lot on mobile games that promised depth and longevity, so I hope you don't take it personally, that's where the procedurally generated content question comes from. I'd much rather pay for a well crafted experience over a random endless one, so I'm excited to play through the game. (Neverwinter nights has no farming or random elements but it's a great game). I'm now even more curious to see the pacing in that case, since there seems to be a hard level cap and a finite number of opportunities to earn XP. Would you recommend sticking to a small number of heroes for each play through? The only big problem I can see is the one I was talking about before, where by spreading out the characters I use, I could gets to a point where their stat numbers just won't be good enough. Or is this closer to D&D where you hit the level cap early on and the rest of the game relies on how you use the characters' skills versus whether you have enough hit points to survive? Since there's no respec option from what I'm seeing, and I might be wrong, I can see that scenario where my high INT barbarian just can't cut through the late game baddies. I also realize no one in their right mind would build a mele char like that, but you know, an extreme example. ashmike3 Well-Known Member May 15, 2014 660 9 18 #19 ashmike3, Jul 1, 2016 Bought the forge perk so I can repair. It's expensive to get and to repair. I'm definitely needing a lot of gold. Makes me explore very well in an area before I move on, gives a reason for some of the perks around extra moves etc.. A "glom" would be nice for searching. I'm sticking with the same 5 or 6 characters. Switching a couple out based on the battle (4 max can enter a level so far) stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #20 stubbieoz, Jul 2, 2016 Last edited: Jul 2, 2016 I already have your other two games and purchased extra content on both, so after I played the first mission in this one it was an instant Ultimate Pack purchase for me. Love the new 3D look of the game, though I also liked the 2D graphics of the others. I am hoping though that the need for gold is not as bad as it initally seems to be. I don't mind a purchase or two for added content but detest when a game makes it almost unplayable without purchasing gold and also, in this case, arcane stones. Time will tell. Oh and the game looks and plays great on the big iPad Pro. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 12 1 ← 2 3 4 5 6 → 12 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Ah, there you are! And I didn't even get around to drop my feedback so far just been too busy... doing that in a bit, downloading first
Here we go, first round of feedback: When in a dungeon: 1) Ability to zoom out the map further, to a bird's eye view. 2) Rotating the overview map should be possible, so I can match it with the dungeon view (yes, my navigation skills are abysmal ). 3) Lootables (crates, sarcophagi, etc.), my Heroes, monsters and traps are very hard to distinguish from the background, due to the muted brownish color palette. Can you add an (optional) highlighter? E.g. lootables get a green border, traps a yellow one, Heroes blue, monsters red. 4) In general, I find the current color scheme very hard on my eyes. After an hour or so of playing, my eyes hurt - mostly from the strain of looking for chests & traps - and I get a nasty headache. 5) Also, it would be better if lootables disappear after opening them. 6) Doubletap to attack acts a little odd, I have to time it right to work. Also, I think it's a tap too many. How about tap to select, tap again to attack as alternative method? 7) I'd like a compass on both the dungeon view and the dungeon map. For the “navigationally challenged” like me 8) Absolutely needs a "move all" of some kind. I started a game with the 2 Summoners. 5 minutes into the first dungeon, and I'm already extremely annoyed by having to move 6 characters every turn. Maybe when not in combat, (give the option to) merge into one visible unit only, representing that the party moves as one. 9) The shapechanged Amazon cannot open chests, they don't even show the green border indicating that there is loot. 10) The Evoker has that skill increasing Attack/Defense when next to its Summon. My visual memory is pretty bad, and I forgot which one is from the Evoker and which one belongs to the Shaman after a few minutes. Can they get an indicator of who summoned them on the portrait? 11) I miss the "give items" function from AQ2. Now I have to drop them and have the other Hero walk over them to pick them up. Makes organising and swapping items quite tedious. Overland map: 1) I do expect something when I tap a town. Maybe bring up the Guild screen? General: 1) Even for hardcore mode, limited saves on a mobile device is not good. I'd remove that. 2) On the difficulty selection screen, show how much the XP/Gold bonus on hardcore mode is. 3) I'd like to be able to respec my Heroes anytime not in a dungeon. While testing, I made a few mistakes; would have been nice to correct those. 4) When a summoned monster kills an enemy, it gets the XP. Those should go to the Summoner instead. 5) In general, I much prefer a "party pool" of XP, where all XP are split evenly (instead of monster XP going to the slayer). Maybe worth a thought? 6) If the trap frequency is anywhere near your other games (and it looks like it), a disarmer is pretty much mandatory. While the Wizard and Ranger have disarming skills, these need Mana and the drain adds up quickly. This leaves the Dwarf as best disarmer, just like in the earlier games. So one party slot is more or less filled by default already. 7) At least early on, the Wizard's Plague spell is ridiculously overpowered: Move in, cast Plague, all dead
Thanks, useful suggestions as always! Will do the best to include these (and a few others I collected before) in a future update. Cheers
Really enjoying this so far. Looks good. Gameplay is fun and so far the ads are minimal. I'll likely spend on iap here. Looks like you can buy additional characters, money and some upgrade items.
Pretty sweet so far! I only played 1 mission so far but definately seems like something I could spend some time with!
You need to get the "Forge of Kings" upgrade in the Guild menu. Would be good to have an idea how much cheaper repairing is compared to buying new.
Thanks. Bought the ultimate iap, removes ads and gives all characters and campaigns. Now to save enough gold for the forge upgrade. Nice game.
@dev Seen your games before and since you've got such a good track record for releases, and you work on the demo model, I think I'm going to go for the full bundle, I dig the art and for whatever reason, your game works really well on my iPad 3, which I think is a dinosaur at this point in the game lol. Couple of questions: 1. I feel like I didn't buy your other stuff because it wasn't procedurally generated at all, and I'm one of those older gamers who wants a long experience. What're your plans on replayability, or DLC? I mean this in the nicest way possible, there're something like 12 characters, so it looks deep, but I've literally just tried the game to make sure I can run it before buying anything, haven't spent time on it. 2. Along those lines, are dungeons or levels or whatever replayable? It looks like a much more visual experience than warhammer quest was, and despite being a 40k fanboy, that game lost its charm quickly despite being procedurally generated without significant doodads, this could be the opposite end result if your game's short but pretty lol. (Sorry, as I'm typing I think this is sort of the same question as 1) 3. Even moving through the tutorial, I can echo the one other person's posts about highlighting interactables and some kind of macro management for moving the entire party, don't have a suggestion yet but it looks like it could get cumbersome. 4. Summoner monsters getting XP instead of the summoner is one of the worst concepts that RPGs have propagated in my opinion, squishy mages need XP from far away, defeats the point of the summoner type class if their summons eat up the XP. I've only skimmed posts, so deff take this as potentially unwarranted constructive criticism from a DOS era gamer, if your mechanics don't work like this. 5. I can't believe how smoothly it runs on my old device. I wish AAA publishers optimized their games as well as you do. 6. Will have more to say after I've spent some time with it, genuinely looking forward to it. PS: thank you so much for designing a game that's visually not geared towards 10 year olds, I'm a PC gamer first, but I love the tablet too. However, the mobile gaming scene's been permeated by family friendly titles, which there's nothing wrong with, aside from the fact that I as a consumer want content like this, gruesome and a bit over the top. Personal pref, I know, but I felt the need to express appreciation. PPS: I remember what I liked about WHQ: the side quests were randomly generated levels and repeatable, they went a ridiculously long way to keeping my interest in the game. If that's the case with yours, you got a loyal customer for a good while. Not sure if your engine supports this, but a way to replay levels for XP is a must in tac RPGs. I remember a ridiculous situation in a few I played back in the day where I had to restart the game because I spent my stat points in an "incorrect" way, and couldn't progress because my barbarian was too smart but too weak, let's say. Farming solves that issue entirely.
Nice! as an avid D&D player i am excited about this, even more when i see 1) An IAP with all inclusive premium unlock 2) A dev that listens to feedback. And i want to ask: Is there, or will there be, a Blood "on" option? On this note, am amazed at the quantity-and quality sometimes - of modern ios hack/slashers, where there is zero blood, not even as an option. And don't tell me about family kid stuff, even Hungry Shark has it and ALL the kids i see anywhere are playing it.
Omg this game's awesome. 1. Kudos on the enemy turn camera. 2. Being able to move heroes while others are moving solves the micromanagement issue, don't see how you could improve that or why you should. 3. Skill trees are nice, would love to see them get bigger but not sure they'd need to just for more content's sake. 4. Limiting the number of saves in hardcore mode on a mobile game seems weird, especially since save scumming could be fixed with a save file that always overwrites itself when you quit, FTL, all paradox grand strategy games, every single serious rogue like ever (hyperbolic, I know lol) did the same. All it does is makes me make sure I only play your game if I know I can sit down with it, which is a slight bummer. Any possibility you'd think about changing this? I'm all against save scumming, but this is a mobile title. 5. Any chance you could make the rotate camera button work as a smooth, continuous press? Might just be me but considering how everything else about it works so well, it's jarring to have to see the camera move bit by bit, and I personally hate the pinch rotate scheme. This is another preference thing. 6. Very happy with my purchase, glad the writing's not reminiscent of a 15 year old's idea of dramatic tension.
Thanks to everyone for the great feedback! @CalinR About the game contents: there are no procedurally generated levels at the moment, but completing every quest should take quite a lot of time. There will be DLC (freely included in the ultimate pack), but I will take some time to evaluate what to do. Plus, in some cities there are multiplayer quests where you can play in real-time with another player, cross-platform (android, iOS, windows phone or windows 10 desktop), that should add some variety to the experience. Plus, there is a level editor that you can download (for PC only) where you can create your own quests, publish them, and play them in your phone. Check out the "Player's content" button in the main menu. Give it some time though, the game has just been released today Cheers
Marco, Thanks for the reply. From a personal point of view, I've been burned a lot on mobile games that promised depth and longevity, so I hope you don't take it personally, that's where the procedurally generated content question comes from. I'd much rather pay for a well crafted experience over a random endless one, so I'm excited to play through the game. (Neverwinter nights has no farming or random elements but it's a great game). I'm now even more curious to see the pacing in that case, since there seems to be a hard level cap and a finite number of opportunities to earn XP. Would you recommend sticking to a small number of heroes for each play through? The only big problem I can see is the one I was talking about before, where by spreading out the characters I use, I could gets to a point where their stat numbers just won't be good enough. Or is this closer to D&D where you hit the level cap early on and the rest of the game relies on how you use the characters' skills versus whether you have enough hit points to survive? Since there's no respec option from what I'm seeing, and I might be wrong, I can see that scenario where my high INT barbarian just can't cut through the late game baddies. I also realize no one in their right mind would build a mele char like that, but you know, an extreme example.
Bought the forge perk so I can repair. It's expensive to get and to repair. I'm definitely needing a lot of gold. Makes me explore very well in an area before I move on, gives a reason for some of the perks around extra moves etc.. A "glom" would be nice for searching. I'm sticking with the same 5 or 6 characters. Switching a couple out based on the battle (4 max can enter a level so far)
I already have your other two games and purchased extra content on both, so after I played the first mission in this one it was an instant Ultimate Pack purchase for me. Love the new 3D look of the game, though I also liked the 2D graphics of the others. I am hoping though that the need for gold is not as bad as it initally seems to be. I don't mind a purchase or two for added content but detest when a game makes it almost unplayable without purchasing gold and also, in this case, arcane stones. Time will tell. Oh and the game looks and plays great on the big iPad Pro.