https://solusace.itch.io/fading-away
In early 2018, I came up with the idea of combining what I loved and wished to see in video games, and applied it to the fantasy universe that has been an ongoing creation of mine for nearly a decade. When initial attempts at getting a prototype working proved more trouble than they were worth, I shelved the project, but kept the story. From then, the universe continued to be developed, and in the Autumn of 2020, I realized how well the abandoned game's outline fit within the stories of a cruel necromancer, a shrouding of a land in death, an ancient and desperate magic, and a hero from out of the shadows. Since then, this has been my progress.
This game is made up of three core styles that I hope to not only use as individual aspects, but also as elements that affect the others.
First, this is a survival game. The land of Therge lays empty, save for the rare few. To live another day is a blessing for the body, and a curse for the mind. To find enough food to prevent starvation may keep you alive, but is it worth it if the journey brings you nothing but suffering? To aid others and make their lives easier may re-ignite a rare spark of hope, but is it worth the weakness brought on after not eating for three days?
Second, this is an adventure game. Nothing grand was ever gained from staying at home and doing nothing. And travelling to a nearby place can only help you for so long. Sometimes, the journey can be listening to an old storyteller speak of ages long gone. Other times, the journey can be a long expedition to the bitter coasts of the north or deep below ancient tombs in search of mysterious artifacts. And sometimes, the journey can take you past the doors of death and into other worlds and other times.
Third, this is a roleplaying game. The ultimate question and the ultimate answer are the same: What is the point? Above everything else, it is hope that the soul is sourced from. Through what ways is hope found? Putting forth extra effort to make sure that the other survivors are healthy and safe? Procuring a long-sought item? Uncovering secrets long forgotten? Doing whatever it takes to survive, even if it means killing others in cold blood? No two people are the same, and no two journeys are the same. And of course, some journeys end happily, others sadly, and some do not end at all.
One of the major gameplay elements I wanted to incorporate was that of continued gameplay after reaching a fail-state. In most games, when the player character dies, the game's progress is sent back to an earlier point. What I wanted here was the ability to continue playing after death, but that also sparked the question of what the consequences would be. Reaching into my love of exploring alternate or hidden worlds, I made it so that the "ghost form" of the player is able to perceive and interact with many things that lay hidden to the world of the living...At the same time, being a ghost comes with a great many disadvantages...The inability to interact with the physical world being just one of them. Of course, as one might guess, the journey to returning to life can prove difficult, but there are always some other spirits who may be willing to aid you, if you promise to aid them in return. However, as player freedom was another major goal to have, this strange and unique ability can be posessed only if you choose to take it...along with the consequences that such a powerful magic comes with.
Currently, I have a demo released on Itch.io, which covers about 10% of the full version's intended content. I plan to release the game in stages, so that there does not have to be a long wait until the full version. The installment I am currently working on will move total content to roughly 50%, and will properly introduce the player to the mainlands, and really raise the stakes when it comes to survival and seeking out important quests.
Note: At the moment, I am currently the sole developer of this project. Other people have contributed individual elements (for which I am grateful), but in terms of programming and artwork, it is just myself. This is why the game looks and runs the way it does...Which is to say...Not well. At best, I am at the amateur level.
As such, I am looking for team members to aid me in seeing this game come to fruition, so if you are experienced in the Godot engine/GDScript, want this game to be completed, and are interested in joining, then please either send me a message here or through Discord! Similarly, if you have any kind of feedback, advice, or criticism, I would very much like to hear it.
Sol(us/ace)#8314
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<p>Fading Away Introduction Cutscene (WORK IN PROGRESS) from Sol(us/ace) on Vimeo.</p>
