Reign of Darkness is a new grimdark hardcore MMORPG now in early access

    
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If you’re more of a hardcore MMO player and don’t mind things like “solo developer” and “early access,” take a peek at Reign of Darkness, which just launched on Steam this week. The one-man Unorthodox Studio says the 3-D MMORPG “hearkens back to when players had to play a game to figure things out with a short learning curve” and that the game isn’t just another clone. Instead, it looks like more of a grimdark MMORPG with a focus on tab-target play, dungeon-running, and theory-crafting, “based on classic D&D principles & concepts, where every attack is a virtual roll of the dice.”

Just based on the videos alone, this Unity game has been in development quite a long time; the oldest video for the title is from six years ago. The dev says it’s in a playable state right now with plenty of content, though it’s missing some specific mechanics and storytelling and strategic aspects.

“The game is currently a vertical slice of the core game-play and mechanics(and more of both to come). There are approximately 30 quests, randomly generated items, 120 skills/abilities, Werewolf Shape-shifting, 2 public zone/areas and 3 private dungeon/instances for players to find. Once located, dungeon/instances are designed for solo or team play with a maximum of 5 team members, and are always set to the players level or team leader’s level (+3 or -3). Which allows players to reach the maximum level of 100. Attempting to enter a dungeon/instance provides an option box window to the player allowing them to select the difficultly of the dungeon/instance (which also affects the rewards).”

The alpha version costs $19.99 on Steam; Unorthodox expects it to be in an early access phase for around a year.

Source: Facebook, Steam via Reddit
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partiesplayin

Funny I used to feel the same way about engines like unity and unreal. But the truth is it doesn’t matter what game engine is being used period. What matters is the texture resolution of the assets being used along with the art style that make a game look good or not. The engine does not determine this. Also the engine does not matter performance wise either what matters is the code being programed into the game and the network coded by the engineers. Nothing else matters not the engine. Any modern engine can look as good or as bad as the assets being used and perform as good or as bad as the programing that’s been done. Take Skyrim Special Editing vs Skyrim special ultra modded for example

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PanagiotisLial1

Scenery assets feel familiar but combat seems clunky. Hopefully they will be able to improve on it over time since such a small company

Mordyjuice
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Mordyjuice

Looks kind of dated, the animations are clunky, limited content for $20 when you can buy fully developed better polished games for less.

Nope

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Sorenthaz

Looks interesting. For a one-time fee that’s fairly cheap, doesn’t sound like the worst deal ever.

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Solaris

That looks boring AF.

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Ashfyn Ninegold

Like the UI, like the one, large inventory, like the group pick up. Fascinating omni skill choices.

Worth a look.

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Dug From The Earth

Ugh.. Unity… hard pass.

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Solaris

Pantheon is on Unity and all recent builds look amazing.

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PanagiotisLial1

I actually like SotA visuals on Unity too. What I do see however is that unity-built games seem to be more resource-hungry but other than that the visuals are good

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EmberStar

There’s some good games made with Unity. Subnautica, Kerbal Space Program, and Ori and the Blind Forest, I’m pretty sure. The problem is that they’re kind of backwards on their requirements for the splash screen and logo requirements. IE, cheap asset flip games are mostly required to announce that they are made in Unity. More expensive licenses don’t need that. So Unity has a reputation for being the go-to engine for “Steam Greenlight Garbage Tier” games. :(

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cykelbud

Hearthstone by Blizzard is also made using Unity.
More than 50% of the mobile games are made with Unity.

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Dug From The Earth

Plenty of small games are ok on unity. Take hearthstone. No need for immense visuals or graphics, most everything is 2D. Done right, it runs well.

Saying 50% of mobile games (or any game for that matter) are unity doesnt make unity GOOD. It just makes it popular.

Willing to bet 50% of the hamburgers sold are mcdonalds burgers. Doesnt mean they are good.

Unity is popular because its cheap and easy. Perfect for small, startup developer teams.

However, most small startup developer teams arent the best programmers, and end up making pretty drastic mistakes in unity, often causing HUGE performance issues, and horrible game optimization.

In my experience, the more grand scale and wide open a game is, the worse it is if it uses Unity. There are exceptions to this rule, such as Subnautica, but then Subnautica is single player, and not an mmorpg that is supposed to handle many players at once.

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Lethality

Crowfall.

Now what?

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Dug From The Earth

crowfall runs like crap

borgy95a
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borgy95a

Dafuk you saying MaccyDs aint quality burger goodness, get outta here.

No but seriously i think its worth cutting unity some slack, the engine has come on leaps and bounds and looking at how they are working with Pantheon and the draw distances/detail it is producing is impressive.

Mordyjuice
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Mordyjuice

So basically mobile games, hardly the benchmark for quality.

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Lethality

That’s like saying “ugh, they edited that image in Photoshop, hard pass”. Derpy comment.

Players have no comprehension of what impact an engine will have on a game. That’s wholly on the developers. So stop.

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Dug From The Earth

What an awful analogy

So performance isnt important in gaming?

A photo doesnt have to perform. Just look good. Its motionless.

Unity can look good (especially when its motionless), unless they are using stock models and textures.

The problem with Unity is it attracts new developers because its VERY easy and cheap to start out in. However, its very difficult to overcome its short commings as an engine unless you are a skilled developer and have vast knowledge of the engine.

For example, many unity developers will implement aspects of the rendering engine as an entire unit, even when they dont need or even make use of certain things. Such as Screen Space Reflections. A 2d pixel game doesnt use reflections, but all too often the devs will have it enabled in the engine regardless. Why does this matter? Because SSR are a pretty big performance eater for many GPUs, and a simple 2d pixel art game shouldnt require your GPU to run at 100% load to play it.

Think of it like buying a “complete meal in a box” Even if you dont want a salad and noodles with your burger, you get the salad and noodles with your burger. The box will be larger and heavier because it has the salad and noodles in it. Could they take those out and package just the burger in its own, smaller box? Absolutely. Thats part of what optimization is. However a good deal of Unity developers arent experienced and simply dont know HOW to do this well using the unity engine. The engine doesnt make it as easy to do this either because it wants you to package it all as a single boxed unit.

Again, dont get me wrong, good developers have made some nice games in unity, as listed above (hearthstone and subnautica for example). However, when it comes to dev studios no one has ever heard of, with programmers who have little experience, or resources… the odds of their unity based game having performance issues when its such a large scale game, are pretty high.