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Tiny Trinket Games emailed to mention their upcoming party-based RPG, Zoria: Age of Shattering, now has a Linux demo available for you to try out right now.

A story-driven, party-based RPG that will have a focus on "strong" tactical elements with turn-based battles that have free movement rather than tiles, plus base and follower management. Taking place in the fantasy world of Zoria, a world filled with magic, ancient history, tumultuous politics, and countless mysteries. Tiny Trinket are promising something interesting too, with it being hand-crafted adventuring with multiple branching paths.

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Feature Highlight:

  • Explore a rich, immersive and diverse world: beautifully crafted environments, featuring dense forests, haunting dungeons, golden deserts and many more.
  • An epic story driving your experience, with rich and expansive lore. Discover the hidden tales and stories that live on through the people of Zoria and your own companions;
  • Plan your moves or just enjoy the ride - a game experience suited both for players eager to just explore and adventure, as well as for those who want a challenging combat with a strong emphasis on strategic thinking and planning.
  • Easy to learn crafting system with dozens of unique potions, epic weapons and other curious recipes that can be found throughout the world.
  • Elaborate character management: class and character upgrade system, unique skills both in combat, and during exploration. A wide array of character builds for each class will allow you to approach an encounter in your own way.
  • Complex base management: build new facilities, upgrade buildings, manage resources and expand your base;

You can find the Linux demo on itch.io and Game Jolt. For the full release you can wishlist/follow on Steam. They also appear to be releasing a special Prologue soon too.

Article taken from GamingOnLinux.com.
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20 comments
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Pangaea 10 Apr
Yep, that was the mistake. Didn't notice the scout in the cage. Well hidden. Had another go this evening, and certainly spent a lot more than two hours on it (as in 5-6 hours). Fun game. Bit frustrating to lack an indoors/local map, though, as I kept going back to places I had been several times. Easy to get confused when moving the camera around to see better and then "okay, where the hell was I going", haha, after a detour. The world map looked big, but I didn't see something about where we actually were, so it was a bit confusing.

Skellies behind the locked door wiped the floor with us, though. No chance whatsoever. Tried different things, but it felt impossible. They do more damage with one attack than I did with two, most of the time. And they do heavy AoE damage while we have nothing of the sort. And since we get bunched up at the start of combat, that's a rather steep uphill battle when outnumbered as well. The most lucky try was taking down two skellies, and barely scratching the big fella.

But overall I had fun with it.

How big is the demo compared to what is planned for the whole game?

PS: I really hope you plan to have more saveslots than 4. As in... no limit.And a way to identify them, either with typing in a name ourselves, or the game putting in something automatically beyond just a date and time.


Last edited by Pangaea on 10 April 2020 at 4:12 am UTC
NeLeS 10 Apr
Hey everyone,

Thank you all for your comments and feedback. To answer a few issues discussed here:

QuoteAt times the camera would also zoom in very near (probably due to ridges in the land), which made it a bit hard to see, and it was a little awkward to use the mouse right button to re-orientate the camera. But maybe there are more keys for that which I didn't happen to press.

Camera is still a work in progress, we're always looking for ways to make it better, so there will be improvements as the game progresses.

QuoteDoes the "King's AoE defence" or some such named skill not do anything in the demo btw? I picked it, but it was always greyed out during combat, despite the other chap being inside the dotted down AoE.

Every class has a unique resource, that builds up as you perform actions during combat and some abilities require that resource to be used. This mechanic replaces the "cooldown" and insures players don't limit to 1-2 strongest abilities and use their resources wisely. So, some abilities, for all classes, become available after some time, after performing a few attacks. In this case I think you're talking about King's Resolve, that costs 25 Loyalty. Loyalty is generated by "Attack" (+20 Loyalty) and "Vanquish thy foe"(+30 Loyalty). So, after 1 "Vanquish thy foe" or 2 "Attack" you should have built up enough resources to use ""King's Resolve". This may seem tedious and slow at first, but as the encounters become more complexit helps balance the combat and push a tactical approach to each move.

QuoteI hope you plan to release it on GOG, though, because if it's another Steam/Humble bundle release, I won't be able/willing to buy it. That thing will not be allowed on my computer.

As a developer I can tell you one universal truth - we would release it on everything including a smart fridge if we could. More markets = more sales, and for an indie developer sales are almost never "good enough" :). Exclusive releases only happen because of money involved, and as bad as it may be in some cases (I'm certainly not a fan), some small developers actually rely on that money to make the game. Big developers have no excuse whatsoever, but that's another discussion.

With that said, we will release on all platforms we can, including consoles, and any store that will have us - keep in mind GOG selects its releases, and many developers are being turned down by them, so it's not a matter of whether we want to, but whether they will accept us. What can keep us from releasing at the same time, or at all, on certain platforms / stores is the amount of work involved, since we're a very small team, or their process of accepting releases - GOG (as a store) and PlayStation (as a platform) are the hardest, Nintendo Switch is the hardest to port to because of the limitations.

Short answer - we'll do our best, we want to make the game available everywhere we can, when it's finally complete.

Regarding difficulty, we made some improvements to AI in the latest patch and still analyzing whether this inadvertently pushed the difficulty level higher that we would want it. In this case there probably will be a small patch to fix this specific issue. The packs that gave you trouble are harder than the rest, but should have been defeated within 1-2 saves, max, as long as all points are spent and all abilities are unlocked to about level 5 - that should be easily achieved by that time. We'll look into this issue.

Thank you all again for your feedback,
Stefan
inlinuxdude
BrazilianGamerHey folks, is anyone else having trouble with the "Like" button here? It vanished. Can't like anything anymore

No, whenever I see its not there, I always realize I'm not logged in... :D

I was logged in. But it's back
SalvatosI have too much of a TRPG backlog to get this anytime soon, but I might check out the demo over the weekend :)

BrazilianGamerHey folks, is anyone else having trouble with the "Like" button here? It vanished. Can't like anything anymore
No problem here. Maybe you have an ad-blocker that’s being overzealous?

Well, I accessed the site on my phone and I don't use adblockers on it. But the button is back
Phlebiac
BrazilianGamerHey folks, is anyone else having trouble with the "Like" button here? It vanished. Can't like anything anymore

It's gone for me as well.

It's back now pal 👍
Pangaea 10 Apr
NeLeSHey everyone,

Thank you all for your comments and feedback. To answer a few issues discussed here:

Regarding difficulty, we made some improvements to AI in the latest patch and still analyzing whether this inadvertently pushed the difficulty level higher that we would want it. In this case there probably will be a small patch to fix this specific issue. The packs that gave you trouble are harder than the rest, but should have been defeated within 1-2 saves, max, as long as all points are spent and all abilities are unlocked to about level 5 - that should be easily achieved by that time. We'll look into this issue.

Thank you all again for your feedback,
Stefan

Thank you for the thorough reply, Stefan. Unfortunately not the first time I've heard this about GOG's process, and I've seen some uproars in the forum about games they rejected. Really hope they accept you, however, as I only buy DRM Free games these days, and steam and its sidekick Humble is not an option (I miss the good old Humble Bundle). Alternatively, it would be cool to be able to get it directly from you guys, but I don't know how expensive or resource intensive such solutions are. I know RimWorld does it, so I bought it there. Win-win. They get 100% of the money (I hear GOG and Steam has a 30% take), while I get it DRM free.

Regarding the quote above... Yikes! They completely wiped the floor with me, and I tried 4 or 5 times, not being close a single time. Some in my group were level 7 at the time, and I had spent all points on skills and attributes, having invested many points into stamina to increase the life pool. Even in combat before this one, the mage would sometimes die outright when the enemies attacked, without being able to get her turn. Enemies seem to often target the weak foes like the mage, so she'd often go down fast. The Taunt ability was very useful in that regard (but obviously not if I don't get a turn to use it before she dies). However, in this particular fight the odds were too stacked against us, and generally two people would be dead more or less off the bat, and trying to take down 4-5 skellies was impossible.

I liked the flow in combat, though, and that it hopefully won't be too overly complex. I prefer RTwP in RPGs of this sort because combat is more fluid and typically faster (despite often heavily used Pause, like in the Baldur's Gate and Pillars of Eternity games). Turn-based games sometimes take very, very long to slog through simple combat, which is one of the things I didn't like all that much with Wasteland 2.

And I suppose that at some point characters will have more than 2 AP, so it would for instance be possible to move and also do a 2 AP attack.

Incidentally, this was one of the challenges I had with the skellies behind that two-orb door. We are bunched up at the start of combat. I tried to trigger it in different ways, but we are generally always bunched up, which often has the consequence of needing to move to attack, because somebody else are in the way (no line of sight). The skellies have some ranged attacks as well, so they don't really need to get face to face. But once they are, they will hit us twice. I can try to hit them twice back, or I can try to heal or put up a buff. And then there are 4-5 of them, each able to hit us twice, and each attack does more damage than we often deal out with two attacks. And they have AoE. So yeah... that was rather difficult.

Maybe I'm still doing things wrong, but I do use many of the abilities, like trying to pin down somebody and so forth. I'm new to the game ofc and hadn't even heard about it before. But perhaps that is good feedback anyway. Playtesters and the like probably know everything inside and out :P
Pangaea 10 Apr
For those with a GOG account, please put in a vote here:
https://www.gog.com/wishlist/games/zoria_age_of_shattering



(GOG and formatting.. well. I tried )


Last edited by Pangaea on 10 April 2020 at 11:12 pm UTC
NeLeS 10 Apr
Thank you so much for your thorough response and details Pangaea, they are of great help.

Regarding DRM - we'll find a way. Would be awesome to be on GoG, thank you for your support, but no matter the outcome, we will find a way for everyone who want to play the game, to be able to do so on their terms.

Regarding the skeletons encounter - well, judging from your description, apparently you did all things right. And we are surely not supposed to be the judges of how well a player does in combat - we did these encounters so many times, any encounter should be easy for us, but we don't want a game with only one good approach. So yeah, we'll take a good critical look a the difficulty of some encounters. We like a good challenge, but not to the point where only one or two solutions are available - that's making the player do what you want, exclusively, and we're not fans of that.

Regarding combat in general - we're trying to strike a balance - we feel some absolutely great titles suffer from sluggish combat, just as you mentioned, for even the most simple encounters. But we're not great fans of RTwP either, so we're going for a middle ground, Turn Based but faster, more fluid, sacrificing some complexity in favor of faster encounters. The combat as it is we feel it's in between JRPG simplicity and DnD super-complexity, allowing it to feel snappy, fluid but not boring. We're exploring some more abilities that take advantage of available mechanics: line of sight with destroyable elements in the environment,and even abilities that pop-up temporary barriers, positional bonuses (100% critical chance for attacks from behind), and some other ideas, but won't go too far with combos and such.

More than 2AP ... hmmm ... interesting idea ... yeah, sure, but it will cost. Keep in mind the game has a base, and base management. I'm quite sure it will involve some building upgrades at some point to be able to unlock all the goodies :) This DEMO is technically a mission - you set up your party (choose your followers from the available - not wounded and recovering) and go on a mission. The party changes with each mission (or not, depending on choice and availability). So upgrading the characters will be a matter of XP gained, but also facilities that provide upgrades to players.

Pre-combat positioning is being considered for a while now - we just haven't reached a final design - whether it will be generally available or available as a passive on certain classes - or an upgrade to the commander (the only character always on the mission).

Thank you again for your awesome feedback,
Stefan
daishord 12 Apr
I like it a lot, I'll certainly watch the progress. Good work!

Some unassorted comments:
- Only because of Stefan's explanation above I got the special ressurces. Now I only need to find a way to reenable the healing skill that worked - so far - only once : )
- A windowed mode would be nice
- I thought I was at the end of the demo, until Pangaea wrote about his problems with the skeletons. A dungeon map would be highly appreciated, it is clear that I missed something
- Is there a way to see open quests or recheck the quest items? blargh, I completely missed <C>. call me stupid...
- Even with my lowly intel integrated something the game looks nice and is playable with reasonable speed. Great!


Last edited by daishord on 12 April 2020 at 1:18 pm UTC
techieg33k 25 Apr
I love how with each update they are putting out Linux builds! So far they run great on my Solus (KDE) with Nvidia drivers.
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