Reliquary is a futuristic action rpg focused on exploration, survival, and dying a lot. Stranded in a mysterious asteroid field known as the Reliquary, you'll need to fight through procedurally generated stages riddled with derelict spacecraft and bizarre creatures. Your only hope of refueling your ship is an energy signature emanating from the Reliquary's core.
I've been neglecting this site again, but never fear! Reliquary is still alive and trundling along toward that far-off ambulatory goalpost that is completion. Or is it just a mirage? Either way, stuff is happening and I've got the .GIFs to prove it.
Melee attacks can be charged for extra damage and a bigger arc.
Shop UI shows item names and stats now. None of those numbers are final, but they sure do exist. That's something.
Stage progression isn't purely linear anymore, so it's got some new UI for picking which region you want to visit. Each of the five major regions need to be unlocked by clearing the previous one, but once they're available they stay that way even if you die. Revisiting cleared regions under certain conditions will allow you to branch off into hidden areas.
The camera is a zoomed out a little more than before to make navigation easier, but this made seethers feel slower because they spent more time traveling across the screen when charging the player. So now they're even faster, but turn more slowly when facing away from the player so they make bigger loops off screen. This is to make it harder to predict where they'll come from. You just hear them getting closer and feel like you're being hunted. Or I hope you do, anyway.
Explosions, acid and a few other things have cool bouncy particles now.
I've been messing with rendering 3D models at low resolution in certain instances where I can get away with it. This is a much more dynamic motion than I could animate by hand and still doesn't break with the game's aesthetic.
I've also been playing with shader effects for stuff like this temporal anomaly. It's like someone threw a gravity well in a blender so space and time are being pulled in different directions. Tears you up pretty quick. The answer to your question is no, I am not a physicist.
So yeah, that's some good stuff, right? Progress!
I'm working on polishing some stuff for an updated demo release too, so that'll be turning up pretty soon. The one that's available now is getting a little moldy these days. Just sitting there, getting gross. It's a little embarrassing. Like a really incriminating fart.
Reliquary trudges ever on towards being a complete game. This time I'll be discussing the second major area of the game and it's boss.
Concerning the death of Glimmer and it's rebirth as Reliquary.
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Updated demo release including first area and boss. Previous demo archived.
Fight through the first area and defeat it's boss while marveling at the inane mysteries of an unfinished game! *This demo is significantly out of date...
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I'm waiting for this for faaaar to long :D
I'm having a real blast with the demo, and I haven't even finished it yet.
Reliquary holds great potential, and I'm delighted that the plants respond to my maddened wrench swinging. So, keep up the good work! And I'll keep my eye on your game for sure!
Thanks! Glad you're having fun!
This plays just as advertised. One thing that I really enjoy is unlike other roguelike titles it really lets you have some time to roam around a bit, get your bearings, and just screw around before getting into the thick of things. Games like Nuclear Throne can feel extremely rushed depending on what area you spawn into.
I believe the only thing I felt was lacking was the boss didnt seem to try to slash at me with his claws when I got into melee range. Other than that the whole thing feels extremely polished this early on. Awesome job. Definitely going to be watching to see how this game evolves.
I also put together a small showcase video for anyone interested in taking a look:
Thanks for playing! I totally feel you on your point about the boss. I'd planned for those big fists of his to slam the ground for a sort of shockwave attack when you stayed in close for too long, but ran out of time before I could implement it. This demo was primarily released for Intel's Level Up contest, and I just barely made the deadline on the 2nd. He'll be trying his best to smash you in the future for sure!