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The Paths

Therium-2

The Paths

It's been a little while since an update (a month to be exact), but I've been doing a lot of writing in both plot and lore. I'm not dead!

Things change in development, quite a lot. Therium-2 started with an excuse plot, and now I'm sitting on sixteen pages of history.


The A Path

It's a pretty cool path.

To be honest, I expected the A path to be way more 'game-y' than the B path. I planned it to be more level-driven, with a simple plot; but now, it's definitely more plot-heavy than the B path. What I mean by 'plot-heavy' is that there's a clear, consistent arc between Ghost, Jairo, the Arliss Empire and the Cinderbreathe Empire. You're following a story, instead of uncovering one through small hints (though there is still plenty of that).

Right now, the A path has about three or four levels more than the B path - but this is just because of cutscenes.

Spooky.

The B Path

It's also a pretty cool path.

The B path tells a story, but the plot itself takes a backseat. In here, it's more about the story of the Urista, the very first civilization to have attempted colonizing the Therium, and their relations to the spirits that control the world.

Yes, there's magic in Therium-2.

No, there won't be fireball-hurling bunnies.

It's impossible to be controlled by a sentient spirit, but it's there. It's really more just the magic of gods controlling the world, and its effects on everything. Exactly how it works and what it's done, though, is something you'll have to figure out by yourself.

S1-B


Status Quo

I've been making progress.

One noteworthy thing I've been doing is a complete document of the timeline behind every event in Therium-2's lore and history. Dates behind everything, names, etc - it reads like a college student's notes for a history textbook (which is just about a good thing). At the time of writing, it is 16 pages long.


Technically, the world is created at (according to the Cinderbreathe calendar) -670,000. The events of the game take place in the year 671, on the 42nd of Spurhelm.

Writing everything in one document really helps to get rid of inconsistencies and plot holes alike - I've solved two or three plot holes that I wouldn't have caught if I didn't have this document, along with adding some pretty cool additions.

Therium-2, two weeks ago, had a file size of 1.9 GB. After a heavy load of compressing and cut content removal, it's now sitting at 900 MB.

A lot of the other work I've been doing has to do with the endings, so it's not like I can showcase any screenshots of that. So, to fill the gap of "Therium-2 when", here's some other info.


Release Contents

I have some other stuff that I really want to include upon releasing Therium-2, but aren't worth mentioning in anything other than a sidenote.

  • The Cutting Room Floor files

There is plenty of cut content, including dialogue, concepts, plot points, mechanics and even entire levels. Upon completing both the A & B paths, you'll be given access to downloading a folder containing all sorts of cut levels, dialogue, etc. The player will download it from a different website, because otherwise the cut content'd bump the base folder size by 61 MB.

Plenty of 'em...


  • Dev commentary

There'll be a map dedicated to dev commentary on every single level, plot point and cut piece of content in Therium-2. You access this the same way you access the Cutting Room Floor files: After completing both paths, you download the map and data files (from the same download as the cut content). And, just for kicks, I'll include optional 'cheat' and bonus files.

  • Wallpapers

There is a lot of wallpaper potential in every angle of Therium-2, but a lot of them contain vigourous spoilers. One of the prettiest wallpapers I have of Therium-2 is literally the last level in the A path. So, once Therium-2 is released, this ModDB will have a download link for a wallpaper pack: one for nearly every single level. You don't need to beat the game to download this.


Either way, that's all for now. As always: I've been making progress. I'll see you in the next update.

80% of characters are Completed

80% of characters are Completed

MORTAL KOMBAT NeverAge

Iv been working on the characters first before starting this project only thing im not really good at is Normal maps.

Release Plan & Status

Release Plan & Status

Therium-2 1 comment

Along with an update, here's a bit of how I'll release Therium-2.

Beta Stage, F path cut, The C path & Status

Beta Stage, F path cut, The C path & Status

Therium-2 2 comments

Hey, I've actually gotten some pretty good progress. And I'm also not dead. How about that? Some details on where I'm at in development, why I've cut...

Character Design

Character Design

News 10 comments

Hey everyone! I’m Steve, the new character concept artist for Overgrowth. In this post I will share some of the designs I’ve been working on. All...

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Overgrowth: Floating Chinatown by Ertyez

Overgrowth: Floating Chinatown by Ertyez

Singleplayer Map

A Custom Overgrowth Map "Floating Chinatown". This map is being updated from time to time and there are no requirements for download. Installation/launch...

Overgrowth Spray For Source Games

Overgrowth Spray For Source Games

Sprays 25 comments

If you feel like promoting your favourite indie game while playing your favourite Source game. To use it: unzip the file, start your Source game, press...

Overgrowth Main Theme

Overgrowth Main Theme

Full Version 15 comments

Music for the upcoming sequel to Lugaru: The Rabbit's Foot.

Comments  (0 - 10 of 1,066)
vvorm
vvorm

An awesome feature in this game would be to pick up sand to temporarily blind opponents, or just small - medium sized debris (eg. bricks to posts) to throw or use as a means of defence/offence.

Again I can only imagine what beauty this game will bring.

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duck354
duck354

hmmm..

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hulk0
hulk0

Will you ever start building an actual game world? Stop showing us these makeshift alpha levels and updates to negligible little techical aspects. You're advertising this as an action-adventure but this still looks nothing more like a tech demo with some arenas and beat 'em up and platforming mechanics. Stop screwing around with the technical aspects and start building a GAME.

First of all, start building an actual game world. An actual living world. Then add a narrative component, a story. Add NPCs to interact with and objectives to complete. You have your engine, and you seem to have been stuck at this very stage for years. ******* utilize it already, build a game.

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the*Joker
the*Joker

This game is probably not ever going to come around. I know that these guys have worked their heart and soul into this game, but a development cycle this long is just unrealistic to ever be successful as a game studio, indie or AAA.

I mean, let's face it, plenty of indie game studios have opened up their games to Early Access and Greenlight and gotten pre-orders and Kickstarters and then they take the money and run or deliver a product that is ridiculously below professional quality.

To each his own. Four man team? You could divide the spoils well.

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TheUnbeholden Online
TheUnbeholden

They've hired 2 more programmers, Turo and Tuomas, and are looking for an animator. Where looking at mostly performance boosts in the long run and avoiding CTD's thanks to their help.

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Habbadax
Habbadax

Hopefully they can actually make some progress towards being a proper game rather than a thirty dollar tech demo, then

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Guest
Guest

Pretty neat stuff, would love to play as soon as it comes out!

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calmflow
calmflow

You'll be waiting a long time...

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duck354
duck354

join the club

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