Key Features

Quick paced turn-based battle style

    • Unique character customization techniques
    • Pair characters and level up battle bonds to unlock new abilities
    • Something Home base,
    • Feel at home; discover your own hidden island base
    • Scavenge the world, craft and harvest useful items for your adventure
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In This Update:

  • Progression Report
  • XboxOne Certification Process Update
  • GDC San Francisco 2016 Update

Progression Report

January has been an extremely productive month for us, followed by a great start to February. We are hoping to have a fully completed version of the game where players can play from A to Z without interruption, by the end of the week. This means that the next few days are going to be crucial and we’re all praying that no new bugs arise in the coding. It seems the closer we get to completing the game, the further away it feels.

XboxOne Certification Update

If all things go as planned, we are hoping to have a playable version of the game done by the end of the week. This is the main focus behind the XboxOne certification process therefore we feel we’re almost ready for assessment to begin.

GDC San Francisco 2016 Update

As mentioned in the previous update, we are attending GDC in San Francisco this year from March 14-18th, 2016. We have now received our booth number, PL319 which is located in the GDC Play exhibit area of the event. We can’t wait for this event, it’s always a great way to meet our gamers first hand and get a good feel on what people think of the game. If any of you guys are attending GDC please come by, we would love to meet you!

That is all from us this time! For anyone interested in a more personal view of our production process, check out our Instagram account: @SnowcastleGames.

Cheers Everyone,

-Snowcastle Team

New Gameplay Trailer

New Gameplay Trailer

News 2 comments

We have a new gameplay trailer of Earthlock: Festival of Magic.

Wow! We have passed $50,000!

Wow! We have passed $50,000!

News 1 comment

That means we are 1/3 of the way to our goal and we still have 29 days to go. We are extremely confident we will get this project to the finish line and...

We are LIVE!!

We are LIVE!!

News 5 comments

Finally after much delay we are live with our new Kickstarter Campaign! We have worked super hard the last months and are extremely excited and proud...

Festival of Magic on Kickstarter

Festival of Magic on Kickstarter

News 4 comments

Please help us spread the word about our kickstarter.

Post comment Comments  (20 - 30 of 81)
supragamer
supragamer

I have a technical question :
Is the combat field/scene loaded as independent map and when combat is finished you reload the game scene ? Or is combat scene a portion of the main map where player is moved and ennemies loaded ?

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dCepT Creator
dCepT

@supragamer:

I asked our programmer, here's what he said;

It's sort of a combination of the two. The combat stage for any area the player is in loads up in tandem with said area. When combat initiates, we spawn the enemy you've encountered as well as the player combat team. When the combat is over, we delete the combat characters and resume play in the scene you were in.

So neither of the scenes gets loaded/unloaded during combat. We're doing it this way to minimize loading time when you enter combat.

I'm paraphrasing, so if I'm not making sense, please let me know and I'll have Eivind clarify more :)

Reply Good karma+3 votes
supragamer
supragamer

Great Final Fantasy like game.
I found desert combat music too much speedy specially violin instrument that became annoying too mush distracting. Music against Frog was perfect.
Could it be possible to choose the speed of combats or animation effects. Caus we spend too much time watching effects we already seen instead on action.Some option or button that would accelerate animations like that game in end of trailer :
Youtube.com


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dCepT Creator
dCepT

Thank you for your feedback! We agree on the time spent watching effects and animations in combat, definitely, and have been discussing how to deal with that for the final game. We're not sure yet if we'll speed up animations, or give you the options to hit a button to skip or something else entirely. We are however keeping it very much in mind! The combat needs to feel like it's flowing for the final game.

I'm having our AD, who also directs the composer have a look at your comments on the music.

Again, thank you for your feedback!

Reply Good karma+2 votes
IvanErtlov
IvanErtlov

Very good work! I love the style and art direction, but its also well-executed!

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dCepT Creator
dCepT

Thanks, Ivan! Great to hear that you like the visuals!

Reply Good karma+1 vote
Guest
Guest

the art style is so smooth and beautiful i love it

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Zombiestubble
Zombiestubble

10/10 would bang.

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Ashkandi
Ashkandi

I like the art style, it is so clean and awesome.

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Bigpather12
Bigpather12

So wqqill you have nultply diffcuilty levels?

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Guest
Guest

so hoqw many episode aqre you planing to have in total

And doess will each episode be 5 hours long?

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bendikstang Creator
bendikstang

We have the first 4 episodes planned out.
As for length, if we can afford to make longer episodes at the same quality we will pack as much as time allows.

Reply Good karma+3 votes
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Earthlock: Festival of Magic
Platforms
Windows, Mac, Linux, XONE, PS4, WiiU
Developer
Snowcastle Games
Engine
Unity
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Fomgame.com
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Role Playing
Theme
Fantasy
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Single Player
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