Savage is equal parts inspired by the Conan stories by Robert E. Howard, my fascination with Zelda II (yes, yes, I know - the black sheep of the Zelda family), other games of its ilk (like Gargoyle's Quest) and a healthy dose of general barbarian fetishism.

The final product will (hopefully) include a varied, somewhat open world to explore, an interesting little tale filled with machismo, magic and muscles, day/night cycle, overworld hunting/tracking, lots of action/platforming, fun melee system and some mild RPG elements (item use, leveling up, gear, crafting and the like).

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RSS Articles

Early Access Mega Post


YES, SAVAGE: The Shard of Gosen has made it to Early Access!

Hey everyone, Matt here, coming out of the grind cave for another update!

Apologies for the lack of any news across EVERYTHING - it's been a pretty heavy grind to get the game where it is now, and I generally am not very good at finding a solid work/news update balance. So, apologies for keeping so quiet.

I was very unsure about Early Access, but I started to change my mind once some very kind people started asking me to make the game available in that capacity, so they could support the game and get a copy at the same time. It also helps get more eyeballs on the game that I wouldn't have otherwise, and all the extra help is greatly appreciated.

Speaking of which, thank you VERY much for all of the bug reports, feedback and critiques; this stuff is going to help me turn Savage into a MUCH better game.

All of the support across Kickstarter, early backers and the current round of Early Access has just about floored me. It is surreal and I am humbled by it, and very grateful. Thank you!!

That being said, let's talk about the game, what's currently in it, what didn't make it, and what's coming up in future content updates...

  • 50 - 60% of dungeon and area content
  • New title screen!!
  • Brand new dialogue system
  • “Perk” system finally implented with UI and unlockable perks
  • Alchemy and cooking!
  • Recipes for alchemy/cooking, tons of new materials, ingredients and consumables
  • General polish and lots of bug fixes

The currently accessible landmass!

The title screen got a significant upgrade!

The new dialogue system is all drawn dynamically based on it's content, has a brand new "response" window that can hold up to 11 responses, and each response can potentially be a skill check against your four primary stats (with success and failure outcomes)!

Leveling up gear and/or items to level 3 "masters" that item -- NOW you have a nice fancy UI and menu system showing you what you've unlocked across several categories!

Alchemy and cooking are now a thing! Experiment by adding ingredients and materials to one, or all of the three available slots with a chance of creating a powerful potion, a rare crafting material, or simply cooking your raw meat to yield better healing results.

Lots of new materials, ingredients and consumables have been added!

  • Increased inventory limits - “infinite space” for mats/consumables
  • Upgrades for weapon/shield and armor inventory space
  • Map system (probably via crafting and/or vendor)
  • “Journal” entry moved to the main character menu
  • Buffs and debuffs to go along with new consumables
  • More Forge functionality - Repair, Improve, Salvage and Lore
  • Picking up weapons and armor method and “Discard” in inventory
  • Stat balancing (damage, HP, BP gain, drop rates)
  • Animations for new consumables, more perks
  • Recipe UI for discovered recipes and MORE recipes
  • More music - variety for individual areas

The remaining areas that will receive big juicy content updates - including ship travel!

  • Fixed giving Morth ore if you only had 1 ore to give
  • Losech’s dialogue now triggers automatically
  • Fixed pickup info appearing twice for “Gal’vek’s Remains”
  • Fixed Hem dialogue crashing game if he is sad
  • Fixed Grethelde not remembering if you spoke to her or not
  • Fixed Reylhast not remembering if you spoke to him or not
  • Fixed Blacksmith crashing game if you chose certain dialogue
  • Fixed NPC dialogue objects remaining after NPC went hostile or was killed• Added alchemy and cooking
  • New title screen with new images and sound effects!
  • Fixes to green arrows in UI comparison windows
  • 9 sliced UI for dialogues to allow dynamic window sizes
  • Fixed Maginoch not spawning and crashing the game during optional boss scenario
  • Rewrote and fixed logic for dialogue system
  • Sped up the disclaimer at game start
  • Brand new dialogue window to display multiple choices
  • New dialogue choices for Skillchecks (Might, Resolve, Cunning and Favor)
  • Dialogue system now allows for up to 11 choices
  • Fixed a bug where the “shift” key would show up as “A” key when remapping controls
  • Updated mouse sprites for the UI (left click, middle mouse, right click, etc.)
  • New “typewriter” dialogue sound effect that can be pitch shifted
  • New “success” dialogue skill check sound effect• New “fail” dialogue skill check sound effect
  • Fixed falling hazards crashing game if colliding with player’s shield if player didn’t exist
  • Fixed several vendor bugs where values were not rounding correctly, causing other issues when interacting with shops, crafting and alchemy
  • Certain NPC dialogue sets updated with optional skillcheck entries
  • LOTS of new materials, potions and consumables for use in a variety of ways
  • New recipes for alchemy and cooking
  • Better gear info and comparison screen with stat icons showing scaling effects and requirements for your stats, also for vendor screens
  • Fixed a bug where vendor screens were drawing player inventory information in both buy and sell modes
  • Fixed a bug where if you were equipped with a shield in the intro and viewed the prison capture cinematic, the game would crash when loading the main character into cell
  • New shield revamped “HITS” system with visible shield hit bar on the HUD

  • Fixed 16:10 aspect ratio crashing the game when starting a new game in the name entry screen
  • Fixed parallax layers and background layers drawing correctly for 16:10
  • Fixed visuals for 16:10 title screen
  • Fixed being outside room boundaries where no room is assigned for the compass object crashing the game
  • Fixed mouse cursor positions for menus in 16:10
  • Fixed scaling and tile drawing issues in 16:10
  • Fixed drawing water FX in video options menu
  • Fixed eating/drinking consumables from the items menu soft-locking the player
  • Fixed picking up throwing dirks and hurlbats giving you “+0”
  • Fixed hurlbats dropping below 0 quantity
  • Removed ship docks (they were accidentally left active)
  • Added a few materials and other items to loot tables for currently available enemies
  • Death fully restores HP once respawning at a checkpoint
  • Favor subtracts much slower on death
  • Improved base drop rates when killing items, destroying objects like crates and opening mundane chests

Check out my ramblings here in the video version for more detail on certain aspects of this post:

Thanks for reading this far if you've made it! Lots of tuning and balance fixes need to be done, in addition to filling the rest of the game up with more content. Keep your eyes peeled!

Fully realized map shown here for fun!

Fully realized map shown here for fun!

Watch the game being developed on Twitch:

Join the Discord to ask questions, give feedback and report bugs:

Thanks for all of the support, patience and feedback!


Cultural Differences - New Build!

Cultural Differences - New Build!

News 2 comments

A new build is ready to play! New features and TONS of bug fixes! Kill ALL NPCs!

Corpse Party - New Playable Build!

Corpse Party - New Playable Build!

News 2 comments

Corpse throwing! New playable build! New enemies, environments, features - AND MORE.

Thrusting All Over

Thrusting All Over

News 4 comments

Horizontal thrusts? Up thrusts? DOWN thrusts?! I've got you covered, Barbarian Horde! The last few months I've been grinding away at the one last juicy...

New Playable Build!

New Playable Build!

News 3 comments

DreamHack Austin, PC Gamer Interview, and NEW BUILD!

RSS Files
SAVAGE The Shard of Gosen Alpha Demo 9.0

SAVAGE The Shard of Gosen Alpha Demo 9.0

Demo 5 comments

2018.11.28 - Updated to a9.0 This build will be updated while the game is in alpha

SAVAGE: The Shard of Gosen alpha 4.5

SAVAGE: The Shard of Gosen alpha 4.5


SAVAGE: The Shard of Gosen alpha 4.5 - Lots of new content in this update, including shields and the undead!

Savage: The Shard of Gosen (public alpha 03)

Savage: The Shard of Gosen (public alpha 03)

Demo 1 comment

This public alpha build has been rebuilt on a new architecture, and is what I'll be using throughout development from now on. This build fixes a number...

Halloween Goodies Bag

Halloween Goodies Bag


I threw together some goodies for you (or anyone who's interested) to consume! The "bag" includes: Wallpapers, NES retro controller overlays, and a few...

Savage: The Shard of Gosen (second public alpha)

Savage: The Shard of Gosen (second public alpha)

Patch 12 comments

Second playable build, alpha is out! - 10/21/2013

Savage: The Shard of Gosen (first public alpha)

Savage: The Shard of Gosen (first public alpha)

Demo 12 comments

So - I have shamelessly copied/pasted the following from my ​Game Jolt page (because, no sleep for a billion hours!! :D ) - I made it! I managed to...

Comments  (0 - 10 of 46)

The new build looks awesome. It's really neat to see all of the extra story you're putty into it.

One question about the build though. I got to the part where all the villagers are mining and there is an iron door and gold door near by. Watching your playthrough it seemed like this was where I can talk to them and receive a pick axe. However for some reason I can't interact with anyone or with the doors even though I have iron keys.

Might just be a big on my system or perhaps I'm totally brain dead and am just missing something :)

Win10 Pro
Intel Core i7 920


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toborprime Creator

Oh crap! Sorry for the late reply -- IndieDB doesn't alert me to new comments (every blue moon the notification system decides to work).

The NPC dialogue and interactions are coming in the next patch -- as of now they aren't implemented yet and you do not need the pickaxe to progress. If you go to the room immediately to the left of the slaves, one of the crates will contain an iron key that you can use to get into the iron key door.

From there, the rest of the demo is accessible.

Of course, you can always wait til the patch is deployed to engage in conversations, the new quests, etc.

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Looks awesome!

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toborprime Creator


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Really good stuff so far! It's quite tough but really satisfying and it looks and controls brilliantly.

If you don't mind me saying though, the sound design and music style doesn't quite seem to fit. Visually, it looks like a Super Nintendo game and the chiptunes and simple synthesized sounds feel a bit out of place next to that kind of visual fidelity. The melodies and such are really cool, but I think they'd fit better played by orchestral instruments. Preferably using less realistic/cheaper sounding VSTs to capture that early 90s SNES sound. The walking sounds can be a bit loud as well, but it's an alpha so I'm guessing sound levels are really not a priority right now!

Just my two cents anyway, really looking forward to playing this in full!

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toborprime Creator

Thanks Scrabbit! Yeah, I have yet to do a real audio pass on everything (those pesky footstep noises included) -- and the music will get a bit of a makeover as well. Won't be quite the synthesized midi-esque symphonic stuff of, say, the SNES, but it will sound more high fidelity than straight up NES chiptunes. The stuff in the game right now is mostly place holder.

This is all stuff on the todo list to be tackled once the game is nearly complete.

Thanks again!

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I played the first alpha version and the latest version. I noticed that in the first version, you could move faster on the map by holding "A" and moving with the arrow keys. In the last version, it doesn't work anymore. Anyway, i love the concept of the game. Awesome graphics and gameplay, but there's one thing i noticed... Wooden Club does almost the same damage as the sword, but the club hits a lot faster than the sword.

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toborprime Creator

Hey, thanks for giving it a shot! Holding the 'A' button while on the map screen was a debug thing I forgot to remove that allowed me to zoom around the map.

And yes -- for that build you played (which is around 2 years old by now) I did almost no balancing and just sort of threw a prototype together.

These issues, and more, are getting fixed up. Thanks again for playing, and for commenting!

Reply Good karma+2 votes

Any plans on a early steam release?

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toborprime Creator

Good grief - sorry for the late reply. IndieDB refuses to alert me to comments.

Are you referring to Early Access? I want to avoid releasing the game in that way. I don't think a game like this would do well in a retail system like that, since it's not a "living" game - i.e., procedurally generated with tons of modular elements added over time each year, and all that.

It would be like playing Super Mario Bros. 3 or something, where like, every month a new zone or handful of levels was added.

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Is Savage dead? We haven't received any news.

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toborprime Creator


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