Whispers of the Eyeless is a strategy RPG set in a dark fantasy world full of secrets. Infiltrate the city of Aranthor and gather resources across its districts, slay enemies through turn-based combat, guide your cult to glory, and influence the fate of Aranthor by reviving the Dead Gods.
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Dark blessings to you all!
The Dead Gods demanded that we expand and improve the Whispers of the Eyeless demo, and as always, we have obeyed. Our first public demo since our Kickstarter launch has many additions and improvements for prospective members of the Cult of the Dead Gods to experiment with and enjoy.
[b]Steam Next Fest, October 14th-21st
Please note, this demo will only be available during Steam Next Fest, and will disappear once the event concludes. [/b]
If you want to hear more of the Whispers, give feedback to the Dead Gods, or just hang out with your fellow faithful, join our Discord server! The Dead Gods will approve (and demand fewer sacrifices from the dev team).
[url=https://discord.gg/bqd5vSDkYV]Join our Cult on DISCORD![/url]
Evil Gingerbreads
Whispers of the Eyeless DEMO ver. 0.32
[b]General:[/b]
- Added demo timer. The demo will now end after 12 in-game days instead of after completing the main quest.
- Reworked main menu.
- Added game mode and difficulty selection.
- Reworked tooltips. Tooltips no longer float, they now stick to sources.
- Added Vsync, frame rate limiter, subtitles toggle, skip intro, and resolution options to settings.
- Smoothed music transition between scenes. Music tracks will no longer reset when changing to different game instances and will resume when returning to the scene.
- Added sounds to many specific UI buttons and options.
- Reworked Faith, Needs and Notoriety summary in Sanctum.
- Added new Needs and Notoriety icons.
- Added animations to several UI elements, including Gods Ascension bars and the Blood Chalice.
- Added wind effect to Old Town.
- Reworked choice UI with nice Cultist skulls instead of plain skulls in certain situations.
- Updated resource icon tooltips.
- Added tooltips to many small UI elements such as icons, buttons etc.
- Added ? information panels throughout the game.
- Separated tutorial path into smaller parts to lessen information overload. This, as well as properly locked mechanics, should make the tutorial less overwhelming.
- Added notifications when attempting to interact with locked mechanics to guide the player to the proper Sanctum renovation.
- Added initial quest summary screen showing the effects of player choices, and to hint at other possible outcomes. We still plan to rework this system to better represent branching choices.
- Added a Black Market shop in Old Town which sells items and resources with rotating offers. The offers change every 3 days but can be rerolled using Secrets.
- Reworked Notoriety mechanic. Notoriety no longer ends the game when reaching 100%, and no longer imposes any negative effects as it rises. Instead, when reaching 100% Notoriety, a Raid is triggered on a random district for 5 days.
- Added Raids! When a Raid is active, the Cult will suffer significant debuffs until the Raid is destroyed. Players can choose to attack the Raid instead of going on a normal Tale. Raids begin with powerful buffs that will diminish each day. The Prophet will be granted a full set of Blessings by the Gods when attempting to destroy a Raid.
- Reckonings (side quests) are now unlocked based on Gods Ascension. Information on how to unlock them can be found in the Insight panel.
[b]Sanctum:[/b]
- Added fog effect to the Sanctum.
- Resource bar is now shown when visiting Aranthor in the day and in the Altar.
- Supplies can now be seen when in the Workshop.
- Reworked the Writings panel. It now opens automatically when a new day begins if new Writings arrive. The panel is now divided into New and Old tabs to better track messages and ongoing effects.
- Added unique event art to each Calling.
- Reworked the Gods panel in the Altar to better showcase Ascension effects.
- Added Cultist disputes which must be settled by the Prophet.
- Rooms will no longer show Cultist slots if the renovation that allows Cultists to be assigned to the room has not been constructed. Similarly, rooms cannot be expanded until Cultists can be assigned to them.
- Added notifications to all renovations to indicate when new mechanics have been unlocked.
- Added visual representation of room renovations in the Sanctum.
- Lowered renovation costs.
- Added visualization of overall resources to the Vault.
- Reworked Vault renovations with new effects and mechanics. Divine Renovations were reworked to be more clear and useful.
- Reworked Notoriety panel in the Hall of the Faithful into Espionage panel. Espionage operations allow the player to spend Secrets to trigger random events which become more powerful as Notoriety increases.
- Reworked Sacrifice effects to be more specific to different aspects of cult management.
- Lowered Sacrifice cooldown to 3 days from 5.
- Removed Sacrifice cost scaling. Sacrifices now have a static cost to activate.
[b]Tales:[/b]
- Added new opening images to Tales.
- Increased damage values across the board to rebalance and accelerate combat.
- Lowered volume of fast combat speed sound effects by 25%.
- Extended combat music to have a more satisfying loop.
- Added new music to Old Town Tales.
- Added fog effect to Dungeons and rain to Old Town.
- Improved readability of character stats. Stats are now separated into offensive, defensive, and special categories. Stats with a value of 0 have lower opacity, while those with negative values are red.
- Gifts that are on cooldown or cannot be afforded will be darker.
- Reworked failing and abandoning Tales to have the same effects (Faith: -5% based on Tale tier and -50% gathered resources). Tales can now be abandoned at any time.
- Reworked Channel Divinity effects for Treasure and Rest events. Improved their notifications to be more clear.
- Reworked item cards to have different colors based on tier.
- Reworked Tales rewards so Old Town and the Dungeons have different purposes.
- Reworked Rest and Detection events.
- Rest event is now art based instead of text based. This system is planned for more events in the future.
- Old Town events now increase Notoriety.
- Dungeons events now decrease Sanity.
- Implemented first version of Followers effects. This mechanic will be expanded in the future.
- Added a chance for the Prophet to speak when performing his Special.
- Added many new voice lines for the Prophet after combat.
- Improved all character sprites to be properly sized and for attacks to connect better.
- Added colors to Prophet sprites for God Actions.
- Added new Prophet victory sprites.
- Added new evade sprites to all characters.
- Added new idle sprites to all characters.
- Added the first version of Prophet Archetypes which can be selected in the Chambers. Currently there are 4 archetypes. We plan to add more Archetypes in the future, and plan to add requirements to unlock them.
- Added 3 new enemies: Guard Enforcer, Guard Defender and Guard Commander.
- Reworked Standard Attack. It now grants +2 damage to the next attack used and no longer lowers enemy Evasion.
- Lowered Refugee Mob Damage by 5. We’re not sure why their weapons were so sharp.
- Lowered Rats Critical Damage by 5.
- Reworked Stone Afflicted to be less special but more tanky; Special Cooldown: +2, Health: +25.