Hello y’all! I’ve been solo developing a big Open-World Fantasy Action-RPG in Unreal Engine for 3+ years (Hermit) - hope you’ll like it!
I’m working on a DevLog now, but here’s some showcase of what’s in the game and the general look and feel (with more to come soon).
Check out your in-game Donkey Companion here!
Or see more Gameplay here
Or Watch the Reveal Trailer
Game Summary
Hermit is a Third-Person Open-World Fantasy RPG set in a rich and dynamic world. Explore with your Donkey at your side as you navigate dungeons, cast spells, brew potions, hunt monsters, and traverse a vast medieval landscape while uncovering the terrible secrets of the Order of Hermits.
Some key game features I’ve been focusing on:
Awesome spells that feel great to use
Dynamic world that changes and responds to your choices/actions
Player & Donkey Companion Customization/Equipment/Outfits
Vast medieval landscape to explore
Lots of things to do across multiple towns and cities
Hope you’re well and having a wonderful week so far
This looks so genuinely awesome! The environment design, especially is just stunning. It definitely seems similar to a souls-like but with pretty flowers and cute donkeys So genuinely impressive - do you have any parts of the game that you’re especially looking forward to seeing players experience?
@Krabworks absolutely amazing work and I watched the full trailer as well and looks fantastic. I would love to contribute to your future project as a level designer if you ever need one. Unpaid or paid, I am just looking for someone to give me opportunity. Did you make this game all by yourself ?
Apologies for asking for work on your game post, but I couldn’t help myself because I love fantasy rpg so much and your post scratched my passion, especially the ones where the character is exploring the caves, castles and dungeons in your video. Your game trailer reminds me so much of Gothic and I love that game.
Hey y’all - thanks so much! I’m hoping to finish writing and recording the devlog sometime in the next few days, but I’m also working on the Demo for Steam Next fest so we’ll see.
I wanted to see if I could take a stab at some of the big AAA open-world RPG releases on my own and it’s gotten closer than I imagined.
@GeekManGames Thanks so much Sorry - unfortunately it’s a solo project and I plan to keep it that way, bringing other people onto a project has its own complications. I did make it on my own but it’s taken 3.5+ years of work to get it here, and along the way a lot of people have asked to be involved.
However FYI if you’re looking for a career in Game Development, the best advice I’ve heard on this comes from Tim Cain (who produced the original Fallout game) - make something complete/playable and release it, and stick it at the top of your Resume. Having something tangible that people can access (like a free demo on Steam, etc.) will set you apart from those who haven’t shown that gumption/drive on their portfolio.
Hey there - thanks! There’s lots to do (quests, exploration, crafting, home upgrades, etc.) so I hope there will be something for everyone, it’s not so much a Niche title.
It’s not a souls-like game, but more comparable to something like Elder Scrolls, Witcher 3, etc. (this style of open-world game that’s more open and also quest/story driven).
At the moment I’m just really focused on refining the mechanics of the game. I wanted to try and take on some of those major AAA releases and see how close I could get with no team and no funding, because I was frustrated with the number of frankly buggy, unfinished (particularly early-accesses) releases we’ve seen over the past several years.
So I really want it to be a fairly polished experience right from release, and I hope that will be a breathe of fresh air for the Indie game community lol
Hey there!@Krabworks This game is truly brimming with potential. I know this kind of feedback is quite preference-based especially considering the distinct style you’re going for with Hermit and I can already see you’ve implemented a lot of the groundwork beautifully.
That said, I believe the combat could be even more immersive with a few enhancements: perhaps the addition of slow-motion effects during key moments, dynamic combo chains that evolve as you progress, and sound design that truly conveys the weight and impact of each action. It would also be incredible if the world felt grand and expansive, drawing players into the atmosphere more deeply.
Of course, these are just humble thoughts from someone who really believes in the direction you’re taking.
Massive congratulations to you as a solo developer it’s inspiring to see such passion and craftsmanship shine through. Wishing you all the best as this game continues to evolve
Looks great! So inspiring! I’m also making my own open world RPG game… and yes, it’s A LOT of work but very rewarding. Can’t wait to play yours!
Hey there - thanks so much!
And @AybanArtworkz Haha yeah thanks as well!! Regarding the feedback, I don’t disagree and these are all good suggestions. I’m going to do a larger gameplay reveal trailer before the Demo release, but to quickly comment on some of these (because I know they aren’t shown much in the current trailer):
There are weapon combos but not slow-motion effects (because there is a slow motion spell, so it’s not something you get for free)
There are combo chains but they depend on your weapon type; major weapon types have different animations and combos (light & heavy attacks can also be chained in combos)
slow, heavy weapons have longer swing times but do more damage and stability (knockdown) impact
You can parry, but parrying is also harder with heavier weapons; something light like an Estoc is very easy to parry with while something like a heavy two-handed hammer is nearly impossible to parry with
The stagger you see in the Reveal Trailer happens when your stability is low when you block swings from two handed weapons (which makes the hammers/claymores feel like they have a lot more weight than lighter weapons); knockdown occurs when it’s at zero - heavy weapons reduce damaged actor stability more
There are physical status effects which differ by weapon type; light bleeds, heavy bleeds, and fractures (which break bones, requiring suturing to fix)
World size is pretty expansive; so far 2 cities and 3-4 towns over a large landscape, but those will not appear in the demo release to prevent spoilers (the demo build is a totally separate, isolated area from the main map). There are also several locations which do not appear on the world map. A large number of dungeons, caves/caverns, cellars, etc. (in total I’m expecting 30-50 dungeons/other locations in addition to the main overworld).
So that’s what’s in here so far…wowever this is also a Huge lift for a solo developer. I’m working to implement as much as I can (especially around improved combat and SFX) but the major limitation unfortunately is my own hours so I also have to keep the game scope within pretty tight limits to ensure the major programming infrastructure can be completed on time. Cheers!
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Looks incredible my friend… must be a real process making something like this! These are always my favorite kind of games, something someone brings to life as a labor of love. Hope this makes it big.