Fell Seal: Arbiter's Mark is a turn-based tactical RPG with a focus on storytelling and strategic battles. Unfold a mature story as you progress through hand-crafted scenarios, controlling your own group of Arbiters, with each character customizable from a wide selection of classes and abilities!
Hello everyone!
It's taken a bit of time, but the Somier plush is finally created! I admit, we didn't think the process was going to be quite as lengthy as it was, but we're very happy with the result!
The next step will be starting the Makeship campaign. We'll keep everyone informed when it goes live.
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He's looking pretty cute, with a removable backpack, potions and various knickknacks. We were sent the prototype, and it feels nice, soft and sturdy.
We'll be ordering a few ourselves to decorate our office when the time comes. It'll go well with our giant [i]Kyrie [/i]banner and [i]The Maw Energy Drinks (tm?)[/i] that we keep around.
Thanks again to everyone that took the time to vote for their favorite plush idea before! And thanks for your patience on this!
[h1]New Project:[/h1]
For anyone looking for news on our new project, it's still sparse on that front. Progress has been going well, but we're not quite ready for a full showcase yet. There are still too many placeholders and as they say: [i]you never get a second chance at a first impression[/i]. So, we want to make sure to impress when we start showing the game off!
Still, here's a quick screenshot to get an idea of how things are shaping up:
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Still a work in progress of course, but this showcases some of the systems the game has, such as interactable elements that work together to create various effects (explosions, electrocutions, difficult terrain, etc). Here we see the liquid elements, namely water and blood (there's also an ice patch on there, although those will only be in winter maps).
Water can put out fires and transfer electric attacks to people standing in it, for example. The other elements are currently functional, but lack proper visuals, so we can't showcase those interactions just yet. The explosive stuff is pretty funny though, as explosions can be chained if they're close enough, and it can pack quite a punch if a target is in the middle of several at once!
[b]Where we're headed:[/b]
We're not a 100% sure about how we'll handle the overall process yet, with respect to [i]Kickstarter[/i], [i]Beta[/i], [i]Early Access[/i] and [i]Release[/i], but the current goal is to get things visually presentable as a first step, to keep our options open.
From there, we want to create our new [i]Steam page[/i] as early as possible, so we can keep in touch with the community in a dedicated space (rather that use [i]Fell Seal[/i]'s space). Afterwards, we're currently leaning towards a [i]Kickstarter[/i] + [i]Early Access[/i] cycle again. We were very happy with the amount of visibility and feedback we were able to get that way for [i]Fell Seal[/i] (again, a big thank you to everyone for that!). We think the EA was especially pivotal in getting the game out the door with a solid state of balance and boasting QoL features that the community actually cared for.
So, that's where we're at for now!