In Angon - The Grim Age, role-playing faces a medieval apocalyptic story about survival and politics. Enter into the journey that leads the world to chaos and misery, exploring unique places on the wasted land of Eradon. Take decisions that can shape the destiny of the people, battle on turn-based old rpg style and immerse yourself in the rich and deep lore with unique npcs that actually cares with your actions. The people of Hellstad waits for your arrival.

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World Map Cities header 2

As we covered in the last devlog, during your journey you will come across groups roaming the map, however they will not be the only encounters you will have. During a long journey, different situations can occur, such as robberies, ambushes, mysteries, explorations and other diverse events. These events will make you make decisions, which can trigger in bigger situations.

Roads of Angon

So-called "Road Events" can occur anytime and anywhere. They vary however depending on your location, with different events at each place on the map. They also differ in the environment you are in, for example forests, road, mountains or the sea.

Whether these events will be positive or negative will depend on several factors. Many of them will be imminent dangers whose only options are to flee or fight. Others will present you with dilemmas, moral and strategic. At other times they can be opportunities to acquire some property or resources, recruit people and increase your fame.

The fact is that what will really make a difference is how you react to each situation.

ROAD Event

(In-game event)


The "Road Events" is another element that will compose the world of Angon, providing immersion through dialogues with unique NPCs and events within the game's universe. Along with the other elements of the game, we hope to achieve broad immersion, making the gameplay much more dynamic and unique.

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(Some arts from in-game events)


Please note that these images are from the development that is in progress, so they may change in the final result!

See you soon!

Roadmap

News

ROADMAP S12022

Greetings!

Today we are proud to present our first roadmap leading up to the early access release. After 4 years of hard work, we are finally heading towards the launch of the project. Soon we will also launch our crowdfunding campaign, with several news and plans for the future of the game.

We deeply appreciate everyone's support, this is just the beginning!


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At full steam

News

Welcome back, survivors!

In recent months we have not moved any news about ANGON and we imagine that some of you have wondered why.

Well, a lot of things happen in those months and the team underwent a reformulation in several aspects so that we can continue the progress of the game.

But the fact is: development was not stopped!

On the contrary, it has always been at full steam and we can from now on show much more to those who follow us!

Let's get right to the point, the news.

THE COMBAT

  • During those months, the team's main concern was to keep the combat challenging, balanced and interactive, avoiding repetitive fighting, which is often the case with battles in turn.
    As a result, changes were made to promote the individualism of each combatant through perks and traits, giving each individual a unique role in combat.
  • For real consequences of the battles that the player decides to engage, wounds have been added that can be permanent or temporary, which affect directly the abilities of the wounded, being able to transform the best warrior of the group into a blind with few utilities in battle, so choose well strategy and which enemy to face.
  • Our concern is also with realism, so we reshape the whole arsenal of the game so that the player feels the effects of each equipment that he uses, balancing the strategies and increase the dynamism of the combat, since the wrong combination of equipment can bring a chaos to the group during the battle.

THE GAME

  • We believe in the ambition of the game, in the innovation of gameplay and in the interaction of the player with the world we are creating, so we decided to divide the whole story into more than one game so that the player can have total immersion in the world, looking over the details and ways of interacting with the universe that is rich and full of history.
    The consequences of this is that from now on we will be able to work in more detail in each aspect, increasing the time of game and prolonging the adventure.

BEYOND ANGON

  • We are extremely excited to announce "Beyond Angon", a series of animations that will tell you more about the world of ANGON since its earliest reports.
    The videos will be animated and narrated and will have subtitles translated into 2 more languages: Portuguese and Spanish.

So, we say goodbye to you remembering that from now on we come back with the weekly updates and look forward to your interaction!

Thank you all and see you next week!

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DevBlog #02 - Concept Art

News

Developtment Blog #02

(By Dariks)


ART3


There are a few steps before starting any illustration or conceptual art, which are:



1.A briefing analysis

2. The search for references

I'm looking for references for clothes, poses and type of finish.

I prefer to leave works of artists that I like in the middle of these references to inspire me in how I'm going to do the piece.

These were the artists and their works that inspired me:


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Image 1. Anthony Jones Image 2. Maxim Verehin Image 3. Graham Turner



From this, I start to create some thumbnail with alternatives of how I would consider
interesting to present the infected. After several sketches and the elimination of some of them, I liked
two poses and I developed them a bit more to visualize better and so then I can decide which one
would choose.

fig5fig4


I decided on the second option, for bringing a more imposing idea of the infected.
From this sketch, I started the definition of paint values (I preferred to work with grayscale for
later add colors). First I made a basic blocking of some values, delimiting the shapes, edges and some planes.

From that, I decided on what the lighting would look like. A strong light coming from behind and a second source of less bright frontal illumination.

fig6fig7


After that is just paint and paint, defining the material feature and polishing the values
slowly. Having all the basis of defined gray scale, I apply photographic images to assist in
some materials, in this case I used only the mesh dimension that covers the arms and head of the
infected soldier.

fig8fig9fig10


Finished the ash scale, we go to the coloring part. I decided to put the back lighting
warmer (the sun) and the front, cool (the sky), to bring obscurity to the image.

Most of colors translates to blue and red, with orange details.
I used the layer merging method (overlay and multiply, mostly) to add the
colors.I painted dirt and stressed the blood pretty much in that part of the process. I added a dark background
to further highlight the infected soldier, and after some adjustments and refinements, the final product was this.

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GIF processo


Thanks for your attention and see you next week!



Development Blog #01



WIP012

Greetings, adventurers!

The work does not stop and on our first DevBlog we'll show a little about the combat mechanics.

-THE COMBAT

The combat is one of the main features of the game. Based on turn, the Angon battle is strategic and brutal. Face many different enemies that can give to you a little headache!

With the intention of making an immersive combat, we're trying a lot of ways to make this possible, inspired on great based on turn games like BattleBrothers, Bannersaga and many more.

In the battlefield, the player has many choices that can change the course of the battle, being able to win battles that seem lost or to lose some that already seemed overdue.

On the combat, everything counts, from the weight of his armor to the morale of his troops. A good leader is one of the most important things of the party, he can inspire the men, giving extra bonus to rise the troop morale.

Besides a good leader, you need a good strategy, using the right resources and skills to make your team work together. In this apocalyptic game, you'll be in disadvantage almost all time, and not to know what you must do is not a good thing.

The role of a leader is to choose the formation, the equips of the man and who he want side by side on the battle. Its important to know well your men, because you can find some excellent warrior, but under pressure he cannot fight and vice versa.

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(Some of combat animations on alpha version)


See you next week on DevBlog #2!

Thanks!