Sacred Fire - a psychological RPG with flavors of Banner Saga and Darkest Dungeon

kingfall

New Member
Sacred Fire is a turn-based, psychological RPG about survival, power, and the search for meaning, inspired by ancient Caledonia.


Build your will to show courage in battle and cunning in the throne room. Rise through renown, blackmail, or loyalty. Inspire others to crush Rome or to build a nation.


This is our new teaser showing gameplay, visuals and storytelling, voiced by Doug Cockle, the voice of the Witcher:










THE GAME:

  •     Inspired by the pen & paper RPG experience, explore NPCs’ motives, stay in character and play to your strong sides.
  •     Use tactical thinking in a story full of risk-based choices and combat.
  •     Enjoy a fast flow of narrative twists and turns.
  •     Choose how to solve conflicts: use force, smarts, skill, looks or empathy.
  •     Express your take on story events in inner monologues shaping your personality and inner strength.
  •     Manage your relationships and renown to increase your impact on the story.
  •     No magic, no dragons: solve real conflicts, fueled by real motives, with real solutions. Your heart hides all the monsters.



Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=800757379
 
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This is how the game looks in motion:


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I thought it would be good to explain why we post to a P&P board and how we do a lot of things differently than other RPGs, or any narrative video games for that matter. We are basically rethinking the Choice & Consequence mechanic in the genre. The whole point of using numeric personality models and have a rule set governing your characters psychology is to blend narrative and action seamlessly and enable a new level of role-playing.


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We use the personality model to make the player's interaction with the story tactical. Choices, and their consequences, are the core elements of Sacred Fire:

  •     You have to earn the right to make a tough call.
  •     Ideas shape your character as much as actions.
  •     You always know the consequences of a choice.
  •     You have to earn the right to change the story.
     



The combat in Sacred Fire blends powerful storytelling moments, personality tests, and turn-based tactical moves into one flow. Each turn the player chooses one of four goals of your attack or defense: survive, provoke, intimidate and gain renown. However, a wide variety of different actions result from these four goals based on by how much you overshoot the probability check. If the goal is to survive, you will defend and attack in the most efficient manner, affecting hit points only. To provoke, you can taunt the opponent, parry like you were sparring with a child, or play nasty and hit a sensitive place.


To intimidate, you can split objects in half, shoot an warning arrow, or take a hit without nudging. To gain renown, you will intentionally dodge in the last possible moment, block arrows without dodging, or pull off a devastating attack.

  •     You have to control your emotions to perform optimally in combat.
  •     Equipment doesn’t win a fight. It only sets the stage.
  •     Letting the opponent attack you from behind is a valid tactic.
  •     You can win the game without killing.
     



You can read more about the straegy/politics/relationship aspects of the game on our Steam Greenlight Concept page:


http://steamcommunity.com/sharedfiles/filedetails/?id=800757379
 
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