Key Features

  • Set in beautiful fantastical world, with hand drawn environments.
  • Minimal combat interface for easy access, but deep progression system allows extensibility.
  • Original sound track
  • Crafting system allowing players to create unique ammo for weapons.
  • Relationship based combat, where the relationship between characters can be levelled up unlocking unique combat abilities, encouraging the player to play in different ways.

Settings and StoryEarthlock Festival of magic is set in the fantastical world of Umbra. Two thousand years ago, before the telling of our adventure, Umbra stopped rotating leaving half the world in light (Zenit) and the other in darkness (Nadir). During the great halt, the high tech and advanced civilizations that ruled were almost entirely destroyed leaving but few. The players adventure starts two thousand years after the Deadly Halt…

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2 comments by bendikstang on Mar 20th, 2015

Hey everyone!

Here's a report from GDC 2015!

This year we brought Bendik, Frits, Eivind, Kenny and Thomas for the show floor at GDC Play. Eivind won a scolarship so he has been off to lectures about Artificial Intelligence and other cool stuff.

We were invited to showcase Earthlock at Microsoft's indie event in San Francisco. It was a superb event with a bunch of other awesome indie developers we were proud to be amongst.

Progression update

Since GDC we have been busy with:

  • Moving the project from Unity4.6 to Unity5
  • Changed Version System to Perforce
  • Cleaned up the whole project removing unused assets and obsolete elements.
  • The art team is busy making new concept art for all the areas that still need to make it into the game. Here's a sample:

It has been a bit tedious, but now that it is done, we feel lighter and are ready to take on the last part of the journey.

And here is the gameplay trailer

I'd also like to introduce Thomas French, our new Senior Game Designer. Thomas started working for us this month, and is bringing a lot of experience to our team. He spent the last 10 years with Rockstar North working on GTA4 and GTA5.

Best regards,
Snowcastle Games

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Post comment Comments  (20 - 30 of 81)
supragamer
supragamer Oct 4 2013 says:

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 ?

+2 votes     reply to comment
dCepT Creator
dCepT Oct 7 2013 replied:

@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 :)

+3 votes   reply to comment
supragamer
supragamer Oct 2 2013 says:

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


+2 votes     reply to comment
dCepT Creator
dCepT Oct 4 2013 replied:

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!

+2 votes   reply to comment
IvanErtlov
IvanErtlov Oct 1 2013 says:

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

+4 votes     reply to comment
dCepT Creator
dCepT Oct 4 2013 replied:

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

+1 vote   reply to comment
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Zombiestubble
Zombiestubble Jul 11 2013 replied:

10/10 would bang.

+3 votes     reply to comment
Ashkandi
Ashkandi Feb 17 2013 says:

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

+7 votes     reply to comment
Bigpather12
Bigpather12 Feb 1 2013 says:

So wqqill you have nultply diffcuilty levels?

+2 votes     reply to comment
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Guest Feb 1 2013 says:

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bendikstang Creator
bendikstang Feb 1 2013 replied:

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.

+3 votes   reply to comment
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Earthlock: Festival of Magic
Platforms
Windows, Mac, Linux, XONE, PS4, WiiU
Developer
Snowcastle Games
Engine
Unity
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Role Playing
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Earthlock: Festival of Magic
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