

However, most characters will still be in melee combat, as often the party will be fighting off enemies from both sides (just less often from the rear).Ĭharacters, both friendly and enemy, will be able to die or be severely injured in one hit, and no magical healing available. Changing group formation and individual character positions will be an essential part of strategy for all party compositions. The player will control a party of 6 characters. These missions would often be populated areas like towns and forts, but also could be caves, forests, and other settings. Theme: the player controls a party of raiders that go on missions, getting loot, building up reputation and experience, etc. Like said in the title, the game is inspired by Darkest Dungeon, but aspiring for deeper and more varied combat/campaign mechanics. I am only going over some of mechanics in this post, with focus on combat rather than campaign, as combat is the core of the game (even if the campaign/base building will be decently involved). I'm just going to mostly copy paste the summary I posted on gamedev dot net classifieds.

Figured I'd post about it here, if anyone is interested in following or perhaps collaborating in some regard (coders and artists would be most needed).
