Vambrace: Cold Soul is the name of our upcoming title. It is the culmination of building upon everything we learned during the development of The Coma: Recut. We've invested a great deal of time overhauling our approach to animation, game design, programming, and much more. It is a more polished, sophisticated result of what four guys can do when they have enough time.
So, what is Vambrace: Cold Soul? I would describe it, with only good intentions, as a "fantasy-roguelike-adventure" game. I'll admit that's a bit of a mouthful. Many of us also realize the term "roguelike" is a loaded one, especially among genre purists. The finer aspects of the game's design are definitely worth exploring in a future dev-post. For now, I will simply touch on the basic elements of our game.
The next few posts will be spent unpacking what I mean by calling Vambrace a fantasy-roguelike-adventure. Let's start with fantasy.
Synopsis: The King of Shades has cursed the great dwarven city of Icenaire. Now under a permanent blight of frost-fall, its former residents have returned from the dead as wraiths — some mad, others sober. The survivors have fled to an underground refuge known as Dalearch, where they lead a woeful campaign to undo this horrific magic. All seems lost as their unearthly enemy amasses an army of the undead above them. With access to vital supply routes and scavenging zones restricted, their plight has become desperate.
One fateful day, a mysterious stranger appears in the city bearing an enchanted vambrace. She may now be their only hope…
I mentioned Dalearch above. That is where you will resupply, recruit team members, and equip them for expeditions to the surface. This underground enclave is a living, breathing community; Icenaire's survivors have carved out their own corners of this place. You'll be able to visit these areas and talk to the residents, learning more about their culture, fears, and the tangled web of hostilities that still exist among them.
The Lost Lady Inn is a favorite hangout for the residents of Dalearch. You may also find your party members here relaxing or enjoying a mug of Dokkheim's finest ale. There are a lot of places to explore and this is just one of them.
Let's take a closer look at the people you will meet here.
The world Ethera is populated by 5 distinct races. They feature in our game as key characters, hirable faction units, and NPCs. The image above showcases some of the female units and races from our roster of characters.
From left to right:
Humans - The Edeni are diverse, ambitious and the most warlike race of Ethera. They have a knack for strategic diplomacy and power projection, when necessary.
Elves - The Sylvani hedge mages come from the boundless forests of Sylvia. They have Ethera's only matriarchal culture and practice deep traditions of nature worship.
Foxier - These pirates and merchants scour the high seas and embark on long voyages from their home island of Asadal in search of profit. They are expert marksmen and scoundrels.
Dwarves - The Dökkheimers are a hardy race from the frozen north. They count many rugged warriors and engineers among their ranks.
Drow: Also known as the Naziri. They're a nomadic race hailing from the harsh deserts of Zumurrud. They also practice the taboo art of blood magick.
While I made great effort to infuse the world of Vambrace with a unique, fantasy flavor, it's really Minho's distinct artistic flourish that sets it apart. We are, admittedly, shameless fans of too many fantasy franchises and tropes to count. Most of the fun we've had in crafting this title comes from honoring that which we have drawn inspiration from while weaving it into our own tapestry.
Next time I'll touch on the roguelike and adventure elements of our game!