This game started as a text based game that was originally only terminal, which I gave clean UIs to. It has a large and detailed combat model and a whole bunch of story.
THE COMBAT
Turn-based melee built on historical European martial arts, the idea is that instead of having traditional rpg feats and spells where you spam power attack and shield wall, we have a system of counter-play built around my interpretation of German Longsword theory.
The dice are not consistent (stats help but the randomness is large and weaker opponents can easily punish stronger ones), I attempt to thoroughly simulate counter-play, tempo and commitment.
The combat narrative itself is represented through equipment and stats trying to tell a story of privilege and the distinction between classes.
THE WORLD SO FAR
The player starts with the weakest of the npcs, as a nobody, a cast-off in a pit. The tutorial gauntlet involves fighting their way through (and in fromsoftware fashion, one needs to make use of most of the game's mechanics just to beat the tutorial) just to reach... The Gutter. A social and geographical slum where the character continues their struggle.
LENGTH OF THE DEMO
About an hour in theory. (But you might be banging your head against the game mechanics, trying to figure them out or grind for an advantage for longer)
Currently the demo has 4 major questlines.
INTENDED LENGTH OF THE FULL GAME:
10+ hours in theory. Elden Ring in scale but everything is text. And I can't run out of budget for content if there is no budget for content - very big brained.
I THINK YOU WOULD ENJOY THIS GAME IF YOU LIKE:
The Heads Will Roll Series, Legionnaires Life, Adventure Quest/Battleon, Usurper Reborn, warsim: realm of Aslona, lovecraftian mythology.
Postscript: I was totally playing too much Obenseuer when I wrote the tutorial area. Shout out to them too.
-- Added a few weeks later: --
What I think I'm building:
An epic turn-based rpg with a comprehensive fencing system. So epic with so much sandbox and content it will be the best possible thing ever to be delivered with a budget of zero.
What I actually built:
It's... a storytelling system with combat system strapped on top. Still epic, with every story arc carefully drawn up and interconnected. Plenty of lessons learnt from building it.
플레이어 수 업데이트: — · 상점 데이터: 9월 23일 AM 12:36 UTC · 출처: SteamWebAPI
Blades and Hunger의 출시 예정일은 Q4 2026입니다. 아직 출시되지 않았습니다.
최소 사양: Windows 10 64-bit, 1.8 GHz dual-core Intel or AMD, Any DirectX 10 compatible GPU (integrated graphics fine), 2 GB RAM. 위의 요구 사항 카드에서 플랫폼별 최소 사양과 권장 사양을 비교할 수 있습니다.
Steam에 표시된 Blades and Hunger의 필요 여유 공간은 1 GB입니다.
이 게임에는 아직 Steam 평가가 없습니다.
아니요, Steam에는 한국어 지원이 표시되어 있지 않습니다. Steam에 등록된 Blades and Hunger의 지원 언어는 총 1개이며, 음성을 지원하는 언어는 없습니다.
아니요. Steam에는 Blades and Hunger의 플레이 모드가 싱글 플레이어로만 등록되어 있습니다.
SteamStatistics의 Blades and Hunger Steam 차트에서 실시간 플레이어 수와 24시간·7일·30일 그래프를 확인할 수 있으며, 최소 10분마다 갱신됩니다.Blades and Hunger Steam 차트 열기 ›
Steam 기준 Blades and Hunger의 지원 플랫폼은 Windows입니다. 컨트롤러 지원 정보 없음.