![]() With each run, Wildermyth becomes even more enjoyable. And if your heroes make it into the roster of legends, you may even bring them back for one more adventure. Get ready for the adventuring life! Read moreĮach run, you get new quests, face different monsters, and pick different abilities for your heroes. Use magic to blow up foes and tilt the battle to your favor.Įach run, you get new quests, face different monsters, and pick different abilities for your heroes. Employ teamwork by flanking and walling to counter powerful enemies. Take stock of your characters’ abilities. delete all content and paste this key: copy the table content and save as keys txt. Like with tabletop RPGs, combat in Wildermyth is highly tactical and requires careful planning and positioning on the map. XCOM could have been a Wildermyth combines elements of tactical RPGs. Dying is permanent: you choose if you want to save your character but leave them permanently maimed or have them go out in a final glorious charge. Having two characters fall in love will make them form a bond that gives mutual bonuses. If you make a deal with a demon, your fighting abilities and appearance will change. You get to decide how the stories of each character go. Each member of your party will age, change, form relationships, and perhaps even sacrifice themselves for the greater good. Each one possesses their own history and personality. Customize each hero’s stats, appearance, and abilities. Much like traditional tabletop RPGs, Wildermyth focuses on character development. Explore gorgeous fantasy locations and face unique monsters like clockwork undead, psionic insect dragons, and more. Where will your story take you? Live the life of an adventurer and choose your own fate.Įnter the realm of Yondering Lands, a place where each scenery and creature is a handpainted papercraft piece. In this procedurally generated turn-based tactical RPG, you will lead a band of heroes as they grow from low-level peasants to legendary adventurers. I don't have a word for that kind of hero.Wildermyth takes you on an adventure of several lifetimes. A hero with demon arms and crow wings, that sort of thing. Also it's trying to say that some heroes will reach somewhat absurd heights, visually, and in the gameplay. ![]() If it means anything in the context of Wildermyth, I think it means that the story takes place over 40-100 years, and many heroes will come and go in the telling of it. You're definitely right that the word epic is overused, and we're certainly guilty of that. We want to be able to eventually produce enough villains that the game becomes about experiencing all those different stories, and as you go, your cast of legendary heroes grows organically. But we think there's a lot of space for a cast of villains that give the heroes something to really fight against. So, at first we were trying to just handwave that, and say, eh, let's all fight, because monsters. If we have a single story, that's not going to be fertile grounds for a mythology. It's a bit like FTL in that sense, but with the focus on the cast of heroes, not the ship. In order to accomplish that, we use procedural generation to make the heroes unique, and then we throw a bunch of different stories at you and see how it shakes out. ![]() What we're trying to do, at the highest level, is to make a tool that lets players create their own mythologies, by which I mean, a pantheon of iconic heroes that you totally own because you made them that way. FTL, Dwarf Fortress, D&D, and XCOM of course. I played the old Might and Magics (2-5, World of Xeen was my favorite) and Wizardy 8, and there's a lot of meat there, and then I also think there are a lot of other games mixed into the DNA of Wildermyth besides those. ![]() Yeah, lots of good stuff here, thanks for writing it up.
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