Code of the Savage is a tale of vengeance and survival. After escaping a slave ship, you have found yourself in chains and washed ashore on the island Kingdom of Daneth. You must find your way in a brutal and unforgiving world where nothing is black and white.
Deep and disturbing quandaries underpin the driving force of the game.
Code of the Savage is a no-holds-barred classic western style RPG. Inspired by the greats from the 80-90’s with a modern flair. There is a strong emphasis on player freedom through social and moral interactions… Will you choose to fire bomb the brothel, the church… Or both? Will you do it for money, glory or just because?
I think a problem with many of today's RPGs is that they expect you to know and care about their lore and backstory before you even take your first steps. In Code of the Savage, you and the main character are totally new to Daneth. So I don't want you to know the lore and backstory straight away. I want you to discover these things on your own terms as you play the game and interact with its inhabitants.
I wanted to create a role playing game that brought me back to my gamer days as a child on the C64 and MS-DOS PC. There is just something lacking in today's RPG's that I miss. Tired of micro-transactions, and randomly generated worlds; I am creating a world that is hand crafted with purpose. Essentially, I am creating the game that I want to play.
I believe one of the most important aspects of an RPG is the characters you meet in the game. I have therefore placed a great emphasis on NPC interaction. Each NPC in Code of The Savage has their own story, their own character portrait and a daily schedule. They will, go about their daily lives, going to work, eating and sleeping.
Level up your character and adventure forth to discover the treasures, history, and people of Daneth.
Visit the official website to sign up to the mailing list - www.codeofthesavage.com
Press kit - www.codeofthesavage.com/press
Hi all! I hope everyone is doing well.
I've made some big changes to several areas of the game. I also received lots of great feedback from the last demo. If you want to skip straight to the download:
I got a bit of feedback from multiple people telling me that the constant double clicking was getting annoying and after doing some testing, I completely agree... thus double clicking is no more. Now, to attack, open or interact with things it's one simple left click.
When clicking on an enemy to attack, a short drum sound is played. I'm hoping this will help prevent accidental attacking of NPCs you don't want to kill.
Also... containers now open at a fixed location on the screen instead of at the mouse cursor. They then cascade satisfyingly when multiple are opened.
Satisfyingly satisfying cascades
Crops have received a MUCH needed facelift. The original sprites were among the first I created for this game way back when development started. Now they at least resemble what they are meant to be...
I like to a bit of randomness to the way the sprites are shown, so that patterns are not as easily noticed.
I've gutted and re-written the main menu with a much more functional save game system. There are now multiple save slots. Each slot shows a small screenshot of the saved game as well as date/time info.
I've fixed many bugs and issues related to the save game system. There are still some that need squashing, but it will get there...
Open the menu by hitting [ESC].
I've updated the NPC enemy movement AI. Ranged units now try to keep a safe distance from the player while also remaining in pursuit. Melee units no longer line up single file waiting to attack the player, like a bad action flick from the 80s.
As you can hear in the video, I also updated the arrow sounds effects. I always like to have some variety in each sound, so there are 6 variations of the firing sound effect that play at random.
The dialog now window has a fancy background, and I have added frames to NPC portraits. When in a dialog, the background fades to dark making it easier to focus on the conversation. NPCs will have different portrait frames depending on their social status, job etc.
The magic system received a lot of attention this update.
Spell effects now show up on the stats page of the sidebar (try casting infliction on yourself).
Most of the spells now actually do what they say they do. (some still don't such as Charm beast, curse). Death grip now functions as advertised.
Spell damage now gets a bonus from the players INT attribute. Mana regeneration has also been added. The speed of which is also dependent upon the players INT.
I adjusted the look of various spell icons so that they more closely match the discipline they are part of. As well as improved sound effects of some spells.
I added an new spell "Burning Redemption" which cures the player of all negative effects at the cost of a small amount of health.
Lots of backend streamlining of how the magic system operates.
Player stats now play a part in combat. STR adds a bonus to melee damage, and DEX adds a smaller damage bonus to ranged weapons. DEX also gives a small bonus to swing/firing speed.
The balancing of these bonus's will obviously need to be tweaked as the game evolves.
I also added an indicator on the stats button when the player levels up to remind you to increase your stat points.
Bonus's and resists now correctly display when hovering over an item. Elemental resists now also show on the sidebar stats page.
The Lich on Test Island is now a bit more of a challenge :)
Thanks everyone, until next time!
A quick update showing off the dialogue system and interplay between different characters.
Code of the Savage, a classic western style RPG is launching on Kickstarter!
Thanks to some great feedback, I have completely overhauled the old choppy movement system.
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