Sandwalkers is a roguelike turn-based exploration game. Build your team, traverse varied hostile environments, face countless dangers, and gain knowledge that will help you find and resurrect the Mother Tree Umama.
Hello everyone,
Welcome to our latest Devlog! Today, we’re going to talk about the details of quests and how they will affect the environment in Sandwalkers.
We also have some exciting news to share. Sandwalkers is almost ready for release! You will be able to play it with all the content you’ve been seeing in the devlogs so far, and more! Thank you for your support, the finish line is almost there and we’ll be back soon with the release date for our game. Stay tuned!
The quest system will be at the heart of your experience. Players will encounter various objectives, each offering unique rewards that will be useful and necessary to your progress.
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The main quest, “Healing Umama”, will be a constant element on your Screen to which you will be guided with a compass that will always point in the right direction.
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The backbone of our approach lies in two types of quests: one-shot and repeatable.
“One-shot quests” will only appear once and will provide significant roguelite rewards. They play a great role in shaping the game's world.
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Completing a quest in a specific environment, like an arid desert, could trigger changes, such as the growth of vegetation- influencing the world for future explorations.
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“Repeatable quests” will provide a constant source of progression during a run with random spawns.
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You might encounter some objectives that will modify a zone permanently through the story you will get to play.
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As for the impact on the environment - there are a few types a player can create. The environmental impact system will be designed to make the game world dynamic and responsive.
“Explo Skills” will allow players to make minor systemic changes that won't be preserved between runs. For example, when harvesting elements for consumption and breaking a tile in the process, the used tile will not remain in the world at respawn.
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“Environmental variations” will be both permanent and random. It will allow you to perform different actions to help you out when exploring. For example, transform a desert into fertile land to grow a lush forest, facilitating the caravan's journey through a once challenging area.
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We hope you liked this devlog! We're getting ready to launch in Early Access soon, so keep an eye out for the official release date. Your support has been awesome, and we're almost there! Thanks a lot for being part of this journey with us. We can't wait to see you play the game!