Roadmap Reveal
Author: Primal Seed Studio,
published 5 months ago,
[h3]Greetings! [/h3]
It’s been a month that Never Mourn has been released and you have all been really involved in our Early Access, thank you again for that!
Your support means everything to us and we are doing our best to make this game as cool as it can be!
[u][h3]The time has come for us to talk about the roadmap for Never Mourn![/h3][/u]
The most important thing to keep in mind is that this roadmap represents our first "big milestone" to reach.
We will make our best efforts to add more content to the game afterwards but at this point, we feel like we need to get there and have your feedbacks to plan for the next big things.
We want to make the game as good as possible and keep working on it until it becomes what we dreamt about.
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[img]https://clan.cloudflare.steamstatic.com/images//41783066/e5e20d54ae3690acd0a1d3e3ab01b55c28ef8044.png[/img]
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[h2]New Features: [/h2]
[h3]Map system : [/h3]
[img]https://clan.cloudflare.steamstatic.com/images//41783066/140e0d1b953f9062f67d9f6dad7e19f5dd0ea409.png[/img]
We want to make the game more strategic when it comes to picking the rooms you explore and the rewards you get.
The Idea is that you will be able to plan things ahead. How would that work? You get the full map of the different paths you can explore from the beginning of a level and choose at each fork in the road where to go.
This should give interesting choices to make, will you play it safe or risk it all for better rewards earned through harder fights?
Couple this with the event rooms and you will see that the game should significantly change with the arrival of those features.
[h3]Event Rooms:[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//41783066/6a466ce361f0d7ff1fd7a3cc35d5ee671fdbd439.png[/img]
Fighting all the time can get a little exhausting. We want players to experience different pacings while playing and to make interesting choices.
To get there, the "Event Rooms" are the answer we think is the best. Those rooms won't involve any fighting, just some reading and decision making.
Usually, this will mean tradeoffs (choose to sacrifice some resources, get some bonuses or do nothing).
Since you won't know what will happen before entering those rooms, luck will definitely be involved in the outcome.
[h3]Final Boss fight:[/h3]
[img]https://clan.cloudflare.steamstatic.com/images//41783066/75ff73398c8914b65175e4a6e942410f0278b0f7.png[/img]
Right now, "winning" the game means finishing of the third biome but there is more to come.
Irea needs to see the outcome of her journey and get some well deserved rest afterwards.
To achieve that, you will face a powerful, ancient and terrifying being to reach the end of Never Mourn.
We will of course let you choose to go for the endless mode, the decision will be yours! ;)
[h3]New ways to unlock content:[/h3]
Right now, leveling up is the only way to get new spells, talent points etc.
We are preparing some new and more interesting methods for you to unlock some of those upgrades.
We want you to feel more involved in the overall process and hopefully will bring some fun in this aspect of the game.
[h3]Difficulty modes:[/h3]
We had a lot of interesting discussions regarding the difficulty system for Never Mourn during its development.
The topic is tricky because difficulty should be something players can pick in order to adapt the challenge to their liking.
The "normal" difficulty setting should be well balanced and interesting for as many people as possible.
We want the game to be accessible for those who don't seek a tough die and retry experience.
At the same time, we want to reward the players willing to play in the higher difficulties.
Moreover, the difficulties needs to be well balanced if we want the experience to be fun for everyone.
Bringing a satisfying answer to this problem will be something we will work on for the following months and we will keep balancing the game often to get there.
[h3]Flavor texts for more context about the story:[/h3]
Right now, you only have hints to guess what the story is all about and we want to give you more in order to understand Irea's journey.
Giving a narrative aspect to Never Mourn always have been in our intentions and we will make it happen step by step.
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[h2]More content, spells, enchants, talents, monsters...[/h2]
A good rogue-lite should be highly replayable and to improve on that, we will add more content.
We want you to be able to take different routes each run and experiment a lot of builds.
We are cooking interesting new ideas for spells, echantments, talents and monsters, we hope you will enjoy those!
We will try to add some new things every major patch and we will try to do one of those patch every six week or so.
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[h2]Bugfixing and optimization:[/h2]
We will always pay attention to those two. A significant amount of time and resources are currently being invested to improve on those aspects and this won't change in the next months.
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[h2]Quality of Life:[/h2]
Improving visibility and accessibility should give player and overall more satisfying and enjoyable experience while playing.
We will try to improve the game on those aspects at the same time as we work on the features, content and bugfixing/optimization.
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This is it!
For the moment being, those are our plans, we will get there and see what's next then!
We will announce the first big patch very soon so stay tuned!