This latest patch looks like making the game finally the premium expreience we knew it would be. It has been a long and difficult road. Well done and thanks for all the effort you have put into it. Really looking forward to completing the game now. And a special thanks for sticking to your pledge of keeping the original game on iOS at the starting price. It is refreshing to see such honesty.
Thanks ... appreciate the kind words. Luckily, I have the luxury of doing all of this as a hobby / passion and not for my livelihood. I'm blessed with a day job that pays well. When I am finally happy with the overall experience for Demon's Rise - Conquest of the Deep, I'll increase the price to what games of this nature typically cost. Probably around $7 or $9 USD ... but I only want to do that when I'm happy that it has all the features, content and is bug-free. Not sure when that will be exactly. As a quick update, I am still in the midst of testing the version 2.1 update. Going well so far ... hopefully will submit soon to Apple. I took some time to work on the next game, Path of Damnation. Here are pics of the initial character roster with a brief explanation of each character class: Werebear: A big bruiser that will have a hammer that launch dark magic spells, an ability to suffer damage but gain extra attacks, an ability to scare / intimidate enemies with shouts and some other stuff. Screen Shot 2016-02-11 at 12.04.46 PM by Rajpreet Dhillon, on Flickr Demon Knight: Well armoured, fearless warrior that has access to fire-based, demonic magic, can teleport and summon lesser demons and has a few special melee skills. Screen Shot 2016-02-11 at 12.08.00 PM by Rajpreet Dhillon, on Flickr Blood Shaman: A barbaric cleric / warrior that uses magic to put himself and his allies into berserker furies. They gain attacks but lose the ability to perform skills. He can also use this on enemy wizards and archers so they end up unable to cast spells / abilities. Will have other melee and magic abilities such as various buffs, curses and hand-to-hand attacks. Screen Shot 2016-02-11 at 12.08.23 PM by Rajpreet Dhillon, on Flickr Corsair: A pirate character armed with a blade and pistol. A skilled fighter that also has impressive ranged shots and skills. Will use explosives, has good armour, strong melee attacks / skills. Screen Shot 2016-02-11 at 12.08.46 PM by Rajpreet Dhillon, on Flickr Void Walker: A wizard the focuses on crossing into and out of the demonic plane. He can teleport, cast destructive spells that do damage and warp enemies (affecting stats) and summon portals. These portals can be then used to summon various demons. He can also warp terrain so that it gives benefits to allies or hurts those that occupy it. Screen Shot 2016-02-11 at 12.08.59 PM by Rajpreet Dhillon, on Flickr Black Orc: A very tough fighter armed with a 2-handed sword that focuses on using fear and intimidation to buff allies (making sure they hold the line or fight to their best) and rebuff enemies. Lots of nasty melee attacks skills and intimidation benefits as well as some "command" abilities that benefit allies. Good leader with high courage and thus an excellent front line fighter. Screen Shot 2016-02-11 at 12.09.45 PM by Rajpreet Dhillon, on Flickr Shadow Ghoul: A creature that can feed on enemies to infect with poison, feed on the dead to regenerate health, and use dark magic to poison and weaken enemies. It's an etherial creature so can also teleport and summon more of its kind during battle. Screen Shot 2016-02-11 at 12.10.00 PM by Rajpreet Dhillon, on Flickr Huntress: A human archer / ranger that can summon a spirit animal (probably a small dragon or manticore ... not sure yet) in exchange for some of her life force. Will have nature-based magic for healing and good bow abilities. The spirit animal will become more powerful as the huntress gains in level. Screen Shot 2016-02-11 at 12.10.15 PM by Rajpreet Dhillon, on Flickr Shamaness: A female wizard that will focus on summoning dead, draining souls out of her enemies, using enemy life force to power her spells, cursing enemies and other nastiness. Screen Shot 2016-02-11 at 12.07.46 PM by Rajpreet Dhillon, on Flickr There is also a 10th character in the works for the initial release but he isn't quite ready to show yet. Let me know what you think of the initial character list. I plan to add more characters as part of DLC's to Path to Damnation, which will be paid through in-app purchases.
Hi guys, Just a quick update. The next patch is still on-route. However, I found that making changes to abilities to scale by level had some unexpected ripple effects. Therefore, I need to do some more testing in this area and some more bug fixing. Hopefully this will be done soon and I'll be able to submit the next patch.
I've met 2 bugs in ver 2.0: 1. Items with + melee attack range don't work and items with + move per turn don't work at the first turn of battle. 2. My game crashed in a portal level with a bunch of goblins fight a giant scorpion. In this portal level, after all my heroes died, the left goblins still fight the giant scorpion. Then I touch the anywhere of screen, the game crashed.
Thanks for the heads up ... I'll look into the Giant Scorpion and fix. When your party dies, it should end the level with a Defeat screen. Will fix. Regarding point 1 - can you give the item's name? Because I don't believe any items are supposed to increase melee attack range. So something must be wrong in the item description.
Except this axe, another armour also has + melee attack range. But I can't remember the name of it. I also met another bug. I defeated all enemies in quest level: Week 4 - An Enemy United, but "leave area" botton never shows up. I tried to load auto save and wait several turns, none of them works. I had to return to camp. I met this bug two times, one in portal levels, one in the quest level.
Thanks ... that's odd. Seems like there's still a rare scenario that can skip the "end of battle" check. I've added another end of battle check that kicks off whenever you click the "End Turn" button. So that should fix that case. Just testing it now and if it works okay, I'll put it in the v2.1 patch update. Looking into why the extra attack range items don't work ... if it gets too messy, I may just change those items rather than the underlying code.
hi Raj, path of damnation sounds like a great title. would you mind sharing about the game? is it turn based rpg such as demon's rise? also good work on the updates. you really putting your effort into making demon's rise better.
"Thanks ... appreciate the kind words. Luckily, I have the luxury of doing all of this as a hobby / passion and not for my livelihood. I'm blessed with a day job that pays well. When I am finally happy with the overall experience for Demon's Rise - Conquest of the Deep, I'll increase the price to what games of this nature typically cost. Probably around $7 or $9 USD ... but I only want to do that when I'm happy that it has all the features, content and is bug-free. Not sure when that will be exactly." For that alone I am going to buy the game. Congratulations!
Thanks guys. Work continues on the next patch. Adding abilities that scale by level broke a lot of stuff unintentionally. Should jave it submitted early next week. Regarding Path to Damnation, it is a Demon's Rise game. Just with a new setting, new characters and sone new game mechanics. Emphasis will be on story.
It's a new game ... just based on the same game engine / game mechanics. Much more story-oriented and with new gameplay elements like different win objectives. I'm kind of taking a look at what things Death Watch did well and trying to incorporate some of those elements while still keeping the stuff that Demon's Rise already does better. Here's a picture of the main menu from the game. Just finished it this morning: Screen Shot 2016-02-25 at 2.30.37 PM by Rajpreet Dhillon, on Flickr As you can see, it's set in an outside environment initially though this game will feature multiple environments. Planned environments include a forest, an undead dungeon and a goblin cave network.
Thanks. Quick update, will be submitting the 2.1 patch today that adds better graphics effects, scalable by level abilities and some bug fixes. Been working hard on the new game (Path of Damnation). All 10 character classes are done and am starting now on the main quest / campaign levels. From the sceenshot above, can you guys tell me what you think of the colours / design? I'm going for an outdoor scene that has a mix of browns with orange from autumn leaves and browns and purples for fungi / mushrooms. I want to go for a muted and realistic tone while still looking like a fantasy environment.
Can't wait for this update! About the colors. I think they are good. Still colorful while also being rather grim and dark. Of course they're WAY better than caves ( no offense to caves)
Cool .. thanks for the insights and feedback. Here's a quick WIP picture of the first level. It's a duel between your war band and a rival war band ... so a straight forward 6 on 6 battle. The big Demon guy in the back is one of main characters of the story and starts off as your boss. Screen Shot 2016-02-29 at 11.37.00 AM by Rajpreet Dhillon, on Flickr
The new game looks great! I have always been a little intimidated by tactical/strategy RPGs and I am only now giving them a go. This is one of the few I purchased and I have to say it's really fun and for those of us genre newbies the tutorial levels are very helpful. I am so glad I gave it a try because demon's rise is a very immersive and deep gaming experience, definitely a new favorite for me.
Hey .. just came in to post an update. I'm running into some sort of upload issue with iTunes Connect. For some reason, it says I don't have a valid provision for iOS distribution, even though I do. Couldn't figure out a workaround yesterday ... might have to try and call Apple support today if I can't figure it out. Sorry for the delay.