A malignancy grows under the foundations of Caecea Manor. Baron Anton Caecea arranges his marriage with a beloved courtier, Emilia Hall, who he keeps imprisoned in order to breed him a bloodline. He is a practiced Necromancer and has long stumbled through the primordial secrets hidden within the unnameable tomes he collected. Brought back from their very bones, the newly returned are tortured for horrific lost secrets, blackmail, locations or artifacts until they are once again returned to lie in the Earth. It is from the venerable, rumor shadowed catacombs below that Anton conducts his blasphemous affairs. In a final effort to retain any semblance of hope, Emilia sneaks out a letter addressed to the Church. It is then that the intercepted scroll is passed to the secretive, forbidden department of the Witchfinders. Albert Gray, the leading agent in the office, is a stoic and clinical investigator of the occult who personally adopts the mission to investigate Caecea Manor, to prove the practice of Necromancy, and to put an end to such a blight upon the world. A disquieting narrative weaved through the occult, madness, and despair. You all soon shall be in awe, frozen in the midst of the Shadow of the Ramlord.

Developers

Glenn Winkelmann Jr Project Lead, Writing, Level Designing
Petr Sedláček Level Scripting and Design
Nick Keil Level Scripting
Slanderous Level Detailing
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Voice Actors

David Bodtcher as Witchfinder Albert Gray
Michael Schwalbe as Baron Anton Caecea
Stephanie Quills as Baroness Emilia Hall

With the help of

Jarod D'Camp Lead Composer
David Smolanowicz Lead Sound Director
Hollowinside Testing / Bug Fixes
Ian Wiese Lead Writer, Lead Editor
Karba Level Creation & Designing
FrictionalWeekly Level Designing & Detailing
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June Development Diary

News

The Ramlord Reborn


Hey everyone. Sorry it’s been so long since I reached out to the community last. I don’t have new media to share or a trailer to reveal, but I still come with good news!

The last few months saw a fast paced, energetic development cycle hit a ceiling. Designs ran off without the story, and many team members came and went. This broke down consistency of development and ultimately, resounded in a failure. We paused development and felt the despair that many teams do when reality catches up to planning faults. I took this time to hone in the story and script, design documentation and focus strategy. Spelos took the time to improve upon our framework of his excellent programming standard and implementation, and we finally transferred our development pipeline directly to github, whereas before we used three pipelines – drive, trello, and dropbox.

This paragraph contains some cult gibberish!

As the story cultivated within this mod is the centerpiece, I thought I’d share some of my reflections writing the narrative. Taking place in a dark and dreary period, I’ve taken to studying some of the more prevalent cults and thematic consistencies there. With a grain of salt from grimoire and allegory, I centered in on the theme of Lucfuge and what allegiance to him meant to the church, at the time. Pairing this with the narrative was interesting, as it allowed me to open up some different ways of approaching the lore in Ramlord. For the astute out there who follow my stories, this means you have an actual historical demon to read about – and it’ll give you insight into the Ramlord in the story.

The narrative that takes place now will center in on the interactions between three characters; Anton, Albert, and Emilia. Much of the world building exposition is carried through a unique flashback system we have, as well as sparse journal entries or even dialog between characters. Our player perspective, as a Witchfinder, is to abhor all of this. We view it with hatred, and it is our job to banish it. However, flipping that perspective in a unique middle series of levels – playing as Emilia – is a planned way to show both sides to the horrors beneath Caecea.

It is uniquely difficult to engage the player in a story if they don’t want to be, so we’ve taken this extended period of time to challenge the previous level designs and pacing, and replaced them with a much shorter but more vertical plan. A few puzzles and unique scares pepper the levels, as to compliment the story or environment taking place around you. In all, about seven levels clocking in around forty minutes to beat is our goal. Very much a playable flash fiction, rather than a full walking simulator.

Conclusion


Our timeline has well enough survived the restructuring of our development process and streamline of approach. We’re targeting an end of year release, with hopefully much more frequent media updates from the team as well as a trailer by end of summer. Thank you for the patience in sticking around with us, hopefully we will all be rewarded for it.

~Glenn, Dark Craft Studios

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February Development Diary

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A look at the first month of development for The Shadow of the Ramlord.

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A look at the next Dark Craft Studios project, The Shadow of the Ramlord.

Comments  (0 - 10 of 27)
C-zom Creator
C-zom

A June Development Diary is ready to be authorized by Moddb. We're not dead, and hopefully some of your questions or worries will be answered in it. Hope to share some new media soon with you guys in the coming weeks.

Reply Good karma+2 votes
Guest
Guest

sweet dude

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Richy:D
Richy:D

This looks really great so far, just saying. :)
The story also looks promising, however I must say I can't think of how this will be. If it is important to you guys, don't forget to integrate the story into the game correctly(!). ^^
But im sure you're doing a great job. :D

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Spelos Creator
Spelos

We all really appreciate your kind words!
As for me, I'm making sure C-zom 's artistic vision gets translated into the game as seamlessly as possible.
So, we will see. =)

Reply Good karma+3 votes
C-zom Creator
C-zom

Thank you! I have plenty of experience making story-first mods with gameplay/engine restrictions, so I hope that my best effort is the right effort. A lot of pains are being experienced in laboring to get the story right. Frankly, it's slowing us down a bit. It is the main focal point of this mod.

Reply Good karma+2 votes
Richy:D
Richy:D

If it slows you down should not be the problem. Take the time you want and need.

Also it sounds really professional what you guys are doing. :P
Keep it up!

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Guest
Guest

How's development going?

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Spelos Creator
Spelos

Hello, thank you for checking in!
We still stand behind our estimate of a Q4 2018 release.
And we are still doing the only thing we can, our best. =)

Reply Good karma+3 votes
C-zom Creator
C-zom

I concur with this statement. We're doing the best we can with what we have. Promise a new media update + article within this week.

Reply Good karma+2 votes
TimProzz
TimProzz

Following! Will there be a lot of custom assets? From AMFP for example?

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C-zom Creator
C-zom

We will be utilizing a sparse selection of complimentary assets to help push our story. I can't spoil what we have, nor will it be overwhelmingly exciting, but the main vision is to accomplish a polished, concise custom story using a Vanilla-First approach.

Reply Good karma+4 votes
TiManGames
TiManGames

They are using the vanilla amnesia assets for the mod.

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