Siege of Inaolia is a 3rd Person, Co-op, Hack and Slash with Light RPG elements intertwined with an all encompassing lore.
It follows the tale of Duncan, Draeldos and Esaya as they find themselves trapped within the ancient fortress city of Inaolia and are forced to stand together against unthinkable odds.
To face off against, both with their own strengths, weaknesses and visual style.
That in the darkness binds every detail and gives players a reason to invest in the story.
Function as bite sized areas where players can fight endlessly to rack up their scores for bragging rights on leaderboards.
Each with their own unique playstyle that can further be fine tuned through skill trees.
One of the Top 100 Nominated for Upcoming Indie of The Year 2012 on IndieDB.
Yes! Siege of Inaolia has been Greenlit, thanks to support from our fans we're able to take the next step forward with our game, we've been hard at work polishing out as many bugs and improving our current content to ensure a release that should hopefully be worth the title of 'Early Access'.
We're aware that our current version of 'The Emerald Reach' is quite optimized however bare with us as we slowly improve it.
Here's Matt with a video, thanking our community and going into small detail about our future plans.
We've been adding more dynamic elements into the levels, pushing away from the static playgrounds into something that has a bit more kick, we've been adding aesthetic elements such as flags, fish and birds and we're currently working on fleshing out the dialogue for the narrative elements of The Azure Caverns.
With our Kickstarter drawing ever closer we've been thinking about our future plans, currently as is we could create a very compelling story featuring Duncan's travels towards Inaolia as our campaign, this would allow us to flesh him out as a character a bit more and allow us to finish a short, compelling game that serves as a prequel to our next game which would be the eventual union of the trio. Or we could go down the other path and truly go all out with development however that leads us to vying in a market that's soon to be saturated with next gen games while ours is current(will be last gen per say). However which path we take remains to be seen, we'd like feedback on what the community thinks as to what could possibly be the right path. Sound off below in the comment section!
Nov 17 2014, 8:17am by belminkozlic
Nov 15 2014, 11:05am by siegeofinaolia
Nov 14 2014, 5:50pm by belminkozlic
@SeaNanners Hey Adam, are you in need of any VFX or video editing services for the new company?
Nov 5 2014, 10:18pm by matthewclode
Oct 14 2014, 12:52pm by belminkozlic
Oct 14 2014, 12:45pm by belminkozlic
I am alive!
Oct 14 2014, 12:43pm by belminkozlic
What a brutal team comp from SSW. Sorry boys. #SSWWIN
Oct 3 2014, 7:01am by matthewclode
Executable file for #EarlyAcces is finished!
Oct 1 2014, 8:52am by belminkozlic