Wardens of Chaos Demo

Demo, work in progress.
Wardens of Chaos is an old-school, first-person, party-based RPG with real-time combat and a strong emphasis on freedom and exploration. Players control a team of four adventurers as a single unit (blobber-style), navigating a handcrafted open world filled with danger, secrets, and loot.

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Hello @Tape_Drive_Games ! Welcome back to posting with us here on the forums!

I love the style, the old school feel, and the overall look of the game so far. I feel like the art style you chose goes really well with what you’re trying to achieve.

I’m not familiar with blobber-style controls when it comes to games like this, though. Could I ask what that is?

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Thanks !
Blobber is First Person Multi-Character game, when all party members move like “blob”,
blobber games usually turn based, or mixed , e.g. Might & Magic 6/7/8.

In this particular game, we are trying to do full realtime, if possible without interrupting to enter Skillbook, etc… , make easy to use different skills, depending on situation.
You can add same skill different hotbar slots if necessary. Hotbar slots are (in options) bound to keys 1,2,3…0, also slots 1 and 2 are bound t left and right mouse click.

For default party, first slot for all character is set for most common attack, second slot for healer is set to Heal skill, so, in the heat of battle, you don’t have to wait when Priest becomes active, you can just switch to second slot (key 2) or right click, and when Priest will come out of cooldown (recovery), Heal will be executed, while other characters have same skills in 1 and 2 slots.
You can set up hotbar as you wish, e.g. default combination for 1, combination which includes Heal for 2, high damage (but high mana consumption) skills for 3 , etc…

All keys you can change or adjust in Options.
Movement keys are both WSAD and Arrow keys (for old school fans)
F - pick up items, etc…

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Feels Classic and New simultaneously. Awesome Work.

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Thanks!

Hello again @Tape_Drive_Games !

Thank you so much for explaining! I wasn’t aware that those types of games were called that. I also appreciate the custom keybinding.

Regarding the party, I see you mentioned how things work for the default setup. Does this mean there will be an opportunity to exchange party members for a more unique composition?

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Thank you!

exchange party members at runtime ? no, not like in Might & Magic 8, where you can dismiss any party member at any time and hire new one instead, Here is more traditional way, like MM6, MM7.
So, you are creating party At the Character generator screen, from 9 available classes, where you can choose initial “Schools”, party remains 'till the end, You can create any combination of classes, e.g. all melee, or all magic, etc…
but you can learn different schools and spells from books, buying them from various stores, and make different builds.

But regarding hotbar, you can drag drop your learned spells/skills in any slot. currently few skills are implemented, but when more will be available, you can do any combination in hotbar.

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Hi there @Tape_Drive_Games,

Hope you’re well and having a wonderful week so far :slight_smile:

I’m completely obsessed with this. The nostalgia filled “classic” art style mixed with a bit new tech created such a charming atmosphere. Every element from the creature designs to the UI feels so gosh darn awesome. The creature animations, however, totally blew me away. Absolutely incredible work! Do you plan on releasing this to steam?

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Hi! Thanks a lot! Same good wishes to you!
There is older version of demo already on Steam,
newer version (with walking NPC’s) was sent to “Epic Grant”, also available on discord in beta test group for testing . I’m planning to add small details real soon, do some testing and update Demo on Steam.
I’ll notify here once this will be done.

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Oh awesome, thank you! I really look forward to seeing the update :smiley:

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Preparing last thing to Steam update, will be in few days I hope, many changes, relative to what is in current Steam Demo.
Also, most painful stuff, I’ll need to prepare some update description for steam page, I don’t remember all changes which I did since last demo :smiley:
9 classes: Warrior, Gladiator, Rogue, Hunter, Warrior Monk, Battle Mage, Priest, Mage, Shaman.
Magic schools: Fire, Air, Water, Nature, Body, Spirit, Psionics.
Chargen: allows to select 4 Schools from all list of Schools available for classes.
Physical schools added, currently passives :Warfare, Defense, Hunting, Assassination.
All 7 Weapon type masteries: Sword, Dagger, Spear, Axe, Blunt, Staff, Bow,
Armor masteries: Robe, Light, Medium, Heavy armors, Shield.
Phycial and Weapon Schools affect Attack, Damage, Cooldown, Critical chance, Parrying.
Shield has (obviously :slight_smile: ) blocking chance.
Monster passives (Warfare,Defense, Weapon masteries)
Monster attributes depend on level.
Monster may have attribute enhanced inventory to make their attacks stronger.
Walking NPC’s
Some skills added
Multiple dialog changes (still temporary, will be changed)
Quest changes
beginning of the Main quest in demo.
and many other changes which I cannot remember :smiley:
Demo takes about 2.5 hours to play.
Schools (Physical and Magical) are still not final and subject to change.
Latest Demo build Available on discord in betatest group.

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Love all the detail and thought going into this. It looks so creative! Can’t wait to see the next update :smiley:

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Thanks!, It takes a bit more time for update, A lot of changes, including changing data tables, doing custom editor using Imgui, it helps to easily catch errors in tables. There are quite a few of parameters affecting gameplay balance, physical schools already supported, separate records per Tier.

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Oh wow. Pretty cool to see “behind the curtain” here :smiley: Hopefully you get through it without to terrible a time. :slight_smile:

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Thanks!
Most painful part will be doing spell/skill descriptions :slight_smile:
currently in spell book is something like: Fire Bolt: 1-4 Fire damage + 1 per school level. with new changes, better will be to display current values, which use school bonus and governing attribute bonus. Internally this part already works, i.e. for elemental damages , usually Intellect bonus is applied to damage, in addition to school level (school rank). But some skills/spells have different values, some - range (1-4 + 1SP) , some others - fixed (10 + 1SP), etc…

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It’s difficult to make something straightforward sound whimsical/magical. Especially with a tooltip. But your work so far has definitely shown that you’ll figure it out :smiley: I look forward to seeing what you come up with! Goodluck until then :slight_smile:

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Array of descriptions for each tier - worked OK, schools which are not learnable by class. the only disadvantage is filling all Tier slots for all Schools :smiley:

Magic: FireMagic, AirMagic, WaterMagic, NatureMagic, BodyMagic, SpiritMagic, Psionics
Physical: Defence, Warfare, Assassination, Hunting
Weapon masteries: Dagger, Sword, Axe, Spear, Blunt, Staff, Bow
Armors: Robe, LightArmor, MediumArmor, HeavyArmor, Shield

Updating Tooltips ,
interested in opinions, is Unit tooltips size OK ? i.e. not too big and too much information ?

Uploading: 2025-06-12 23-04-46_part.mp4…

Walking NPC’s dialogs

Steam update today, build 20250618-05

some changes from last Steam update:

Chargen, 9 classes.
Townsfolk: NPC walk around, with some text.
Tooltip on/off: T by default. (some people didn’t liked to see tooltip)
Tooltip design changes: resist shown only if >=5. to reduce monster tooltip size.
Mastery tooltips: show maximum Tier learnable by selected character.
Book tooltip shows if current chat can learn school level or spell.
Monsters can same schools and passive bonuses as player:
Passive schools (defence, warfare, hunting, assassination) implemented
Arrow icons in loot crates move all items.
Hold F to pickup multiple items.
Dropped Loot indicator added, to make it easily located.
and other changes…

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