City of the Shroud, a real-time tactical RPG just recently launched on Steam and it turns out it's had a Linux demo build for testing for a long time, with hardly anyone stepping up to check it out.
This post on Steam, open since October 2016 seemed to have no one reply to it until June this year. Now it's actually getting some attention, the developer has actually put up a new build (make sure to use the newer build in that later post). To be clear, you don't need to own it to test it, as it's an external demo download.
I've tested the newer version and it does seem to work quite nicely, the only other user report currently also claims it works perfectly too. Hopefully with more people checking it out, they can officially support a Linux version.
Direct Link
Game features:
- The story is a living episodic campaign: in each chapter, every player's actions impact how the world, changing how the story unfolds for the entire community in the next chapter
- 4 chapters: each chapter is crafted based on the cumulative influence of every player's choices and actions from the previous episodes
- Real-time, combo-based battle system: think on your feet and chain your attacks together to defeat your opponents
- Play your way: an optional “Wait Mode” pauses the action while you enter combos, and you can choose to slow down or speed up the gameplay to suit your playstyle
- Multiple difficulty options let you choose between focusing on narrative and testing your tactical prowess
- Online PVP multiplayer
- Deep combo and stat system lets you customize your team to suit your playstyle
- A distinctive world, beautifully realized in 2D and 3D
Find it on Humble Store and Steam. I would hold off on purchasing until it has a full build that's officially out for Linux.
Thanks NuSuey/TuxDB.
Last edited by Nanobang on 13 August 2018 at 11:56 am UTC
Quoting: SalvatosI wish I understood the gameplay from watching the trailer, but even at half speed I have no idea what's going on with that dial...It's like a turn-based strategy game done in real-time for the fights. Instead of simply picking an ability, you drag your mouse across the wheel to activate attacks and combine movements on the wheel to perform special attacks. So dragging right and then up, might give them a headbutt or something. It's weird, but kinda cool.
Quoting: GuestThis is totally wrong and horrible. The way you do play testing is you politely ask gamers who play your demo if they would submit crash logs and other such things upon finding bugs, and ask for any suggestions for improvement of your game and give them that opportunity if they want it, not force you to give them everything by sliding something sneaky into their "contract" with you and try to take EVERYTHING from you by default just because they wanted to play a game demo. That's not how you treat gamers who are willing to give your game a try and help you with it.
I wanted to copy over my reply to the Reddit thread, since the post seems to have misunderstood what we're doing with our player-driven story component:
Just to clarify - we are still writing all of the content that goes into the game, not asking players for submissions or play testing. As players play, their choices influence the state of the world - which factions are ascendant, which are in decline, as well as whether allies remain allies and enemies remain enemies.
We use the data (chosen faction, decision responses, etc.) that comes in from players as the inspiration for how the story evolves, we write a new chapter based on that, and then release the new content as an update. [Source: Developer]
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