Devlog #1 Demo release and game development so far

Sigilfarer

Sigilfarer is a roguelite adventure where every decision rests on the roll of your dice. Master a dice-building system while navigating a sprawling, procedurally generated world. Strategize your route, manage resources and push your luck to the limit!

Welcome, Wanderers, to our first Devlog! First, we would like to thank you for participating in the Nashlax's stream as part of the Steam Next Fest event. A lot of you seemed to enjoyed it - we feel like we have a solid base and can now focus on polishing and adding additional content into the game to make it even more fun. In this post, we'll take you through the process we've gone through to get to where we are today, as seen in the released demo. Wanderer's Sigil was first announced more than six months ago. A lot has changed since then! New biomes that interact with the game’s storyline, new structures, quests, events and a lot of changes to the procedurally generated map. The addition of „tunneling” requires from players to plan their route strategically and navigate smartly. In the latest update, we have also divided the map into story chapters and added a compass to make it easier to reach quests or return to town. Be careful, as it is easy to get lost or into trouble due to the darkness that comes when the crystal's energy drops! [i]Old vs new exploration: [/i][img]{STEAM_CLAN_IMAGE}/44306375/cb29e4d4bc8d62931c0e73945accbc9368b6645d.png[/img] [b]Icons of opponents on the map have been removed.[/b] They have been replaced by models of opponents standing on the ground. We are currently working on improving the mechanics that allow enemies to move around the map after a certain number of player turns. However, such mechanics can cause balance issues, so this is a change we have in mind for the future. [i]Old vs new enemies on the map:[/i] [img]{STEAM_CLAN_IMAGE}/44306375/d8b82bf5aeb8d8709ae7a09e351049102bf9e2dd.png[/img] Updated combat system with the addition of the ability to drag a selected die onto an opponent and the option to change characters formation, that opens up new strategic possibilities for those who focus on creating specific builds. We have recently introduced [b]a variety of combat levels[/b] that reflect the biome in which the combat takes place. [i]Combat levels depending on biomes:[/i] [img]{STEAM_CLAN_IMAGE}/44306375/4bdb7e94a020b4423b3c16665cc104496fb71cd2.gif[/img] [b]Dice have also been redesigned[/b], improving the readability of special skill markers. [i]Old vs new dice:[/i] [img]{STEAM_CLAN_IMAGE}/44306375/d72ea266a807351ed4270f1af3a4f44b20c67b60.png[/img] We have expanded the mechanics of the camp by adding the possibility to [b]resurrect a fallen wanderer[/b]. After all, you don't want to see your allies get zombified forever, do you? [i]Revive available in camp:[/i] [img]{STEAM_CLAN_IMAGE}/44306375/e2801d51e09b0e6427f9aaec34d8c502346edffe.png[/img] And, as a treat for reading so far, take a look at how the game looked at the [i]very[/i] beginning. We've sure come a long way! [i]Earliest version of Wanderer's Sigil[/i] [img]{STEAM_CLAN_IMAGE}/44306375/da39bc250211f3e31f56d2546e7a4d08419a625e.png[/img] We hope you enjoyed this Devlog - more updates are coming soon. Stay safe, Wanderers!