Hermit [Open-World Action RPG]

Game Info Update: Your travelling companion in Hermit is a Donkey! Here’s some full-size reveal footage of the Donkey companion gameplay (adding it to the main post as well):

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iam looking forward for thist game, realy after years of conan exiles and others i need something new, fresh with a unknown map, what i can play when i want without been forced to play it and if not everything decays away like in dune awekening, i have seen good games by one developer like lenns island, so i can imagine how much heartblood is put into it, question will be do u plan an open access test, and what will be the price on steam later, the funny part is i learned on epic about the game :slight_smile: good work only 3 years for this my respect i can imagine how much time u put into it.

Hey there - thanks so much! Couple of things so I’ll try to respond to each:

  • Since it’s single player there is no decay. I saw this in V Rising as well, I’m not entirely sure why developers do this but this is a traditional Action RPG with a normal save slot system and things do not disappear if you stop playing for some time

question will be do u plan an open access test

There will be a free to play Demo; I’m doing it this way because Steam allows users to leave reviews for Demo pages now. The Demo page is launching as ‘coming soon’ this week, the demo is actually already finished but I’m working on bug fixes/refinement before releasing it to the public.

There won’t be an early access period because a lot of people are tired of the number of Indie games that have released totally unfinished because they need money or views from the early access period to keep going. There will only be a full, polished game release once it’s completed.

what will be the price on steam later

Pricing isn’t decided yet but it will be comparable to similar sized games from the past few years. It will be affordable, we will not be following the trend of recent AAA releases that have tried to push prices up to the ceiling.

July Devlog/Newsletter has been released :slight_smile:

Just dropped some new gameplay footage for the upcoming Demo! This is Beta Test Footage of some of the current gameplay (which I’m working hard right now on refining before the demo releases).

A defining feature of Hermit’s magic system is using spells to control the weather, which then changes how other spells behave (as in the video here). Seasons, time of day, and weather are important: a spell cast during the winter may do something totally different from when it’s warm out.

Different plants also grow only during some times of the year, which affects what you can craft.

About the Demo

The game demo is going to be its own self-contained, open-world experience. It’s a big game demo and will be available freely on Steam for some time. More information to come in the coming weeks about that.

If you’re interested and want to check it out & Wishlist, find it on Steam here!

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This week I’m working on adding new spells for the game, with the goal of having really dynamic magic that interacts with the world around you.

In the last video update you can see Lightning that can only be summoned during a thunderstorm. This time it’s a spell to calm the undead:

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Something a little different today: in-game items. I’m working in Blender to create the look for in-game items and icons; this one is the Torch of Revealing (which will not appear in the demo, but will in the main game).

And some other work is being done on potion bottles. Since the game will feature a lot of potion-based magic, they all need a unique look and feel.

Ashen Burst:

Eclipse Potion:

Windward Strike:

Antivenom:

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Congratulation again and your project is coming along very nicely. I’ve been checking out your stuff and I still can’t believe that you are one man army.

Haha thanks! Working on a new gameplay combat trailer this week so that should be out sometime this week - still working away on it (as always).

And here it is - new gameplay trailer! (also adding it to the main post).

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August Devlog is now out!

You can Check it out here

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A quick look at some of the updates I’ve been working on for this week:

  • Added Vaulting for roadside retaining walls/fences
  • Began work on vaulting for AIs and Donkey companion; AIs will now jump over obstacles to reach you
  • Donkey will now jump over obstacles to reach you
  • Improved donkey calling mechanics
  • Improved AI difficulty mode behaviour
  • Improved unarmed civilian fleeing behaviour when you enter a town with hostile standing
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The first public playtest for Hermit (game demo playtest) is now open on Steam!

You can read the Devlog about it here

:video_game: Or check it out on Steam to Request Access for the Playtest!

Just finished work on a new short (15s) gameplay trailer for Festivals etc.!

This week I’m also spending a lot of time working on major refinements for AI behaviours in the Demo. New features include:

  • AIs will now chase you across fences by jumping over them
  • AIs will no longer get stuck on fences and similar obstacles (mostly)
  • AIs will hop up onto surfaces that you can get up onto
  • Difficulty settings now affect the likelihood of AIs being able to use special abilities
  • Difficulty settings now affect the likelihood of AIs being able to repair bleeds
  • Difficulty settings now affect the likelihood of AIs being able to repair fractures

All in all, these changes are geared towards making better AI behaviours (especially for melee focused AIs like Rogues).

The Public Demo Playtest also remains open this week On Steam!

Anyone that wants to try out the game and/or provide feedback can do so by accessing the Playtest on Steam: Hermit on Steam

This will be the last week for Public Playtesting, so if you’ve been hoping to try out the game this would be a good time to do it before the playtest period for the Demo ends!

Just a quick update, I’m going to be dropping a new patch for the Demo Playtest later this evening with some stability and gameplay improvements as well as various bug fixes:

  • All inventory windows now have an item description widget, so that it is no longer necessary to right click > inspect items in containers to learn about them

  • Fixed AI issues with retaining walls: AIs will not jump up on and walk across retaining walls, preventing you from using them to avoid combat
  • You can now read books from the ground without having to pick them up first by using ‘G’
  • The number of items in the tutorial area has been significantly reduced to prevent backpack becoming full too early
  • Added new button clarifications on the main menu
  • Fixed issues with AIs becoming stuck on retaining walls; retaining walls along roads now have a new collision geometry that prevents them from being walked on (they can be vaulted, but can longer be stood on top of; this prevents the player from being able to stand in unreachable spots where AI enemies cannot get to them)
  • Updated the description for the undead in the Codex
  • Added a new respawn point at a hill camp (only accessible on death)
  • Added support for look sensitivity in the game settings

The September Devlog is now available!

Hello y’all - I just wanted to pose a Huge thanks to everyone that made Bug Reports/Feedback on the Hermit RPG Demo Beta!

A couple of people even Livestreamed the game for hours, and thanks to all of the Bug Reports I’ve been able to ship daily game updates with tons of fixes.

The Demo Beta will be closing soon, so Last chance to Join the Beta for anyone that wants to try out the game at: Hermit on Steam

Once the Beta ends I’m anticipating a Demo release sometimes Early-Mid October.

Hello y’all -

For those enjoying the Open Beta that have been awaiting a patch, the upcoming patch has been slightly delayed and is expected later today or tomorrow. The game was featured on Splattercat’s Youtube Channel which is super awesome! It’s gained a ton of traction in a few days, and I’ve received tons of feedback as a result. You can check out the video here:

As a result of the massive influx of new players, there have been over 1500 new playtesters in just 3 days. Thanks to this I’ve been able to collect feedback and bug reports, which is the major reason for the delayed patch - I’m trying to include as much as I can in the next update, and to ensure it’s stable before releasing so as to not interrupt players’ experience.

Secondly, the addition of a new logbook to the game is a major change to the character menu that I’m working on based on player feedback.

This will ensure that players always have access to gameplay information, rather than having to rely on external guides or going back to the tutorial/control map.

This work is almost finished, however, so I do anticipate a patch release sometime later today or tomorrow.

This week’s major update to the Hermit Demo Playtest (which is still available on Steam for a little while longer): Key Remapping.

This is a feature that should have always been available, but since the game was initially coded in UE4 (and later migrated after the UE5 release) some legacy systems still exist in the code base (and input was one of them).

While the changes don’t look big from the player’s perspective, this week all major game inputs were moved over from the Legacy Input System to Enhanced Input and a custom save/load system for keybinds was added using a settings save slot.

Players might experience some small issues with input - if so, please use the bug report form to let me know reproduction steps and I will investigate and fix any identified problems.

The October Hermit Devlog is now out!