Roadwarden - an RPG / Visual Novel / Text Adventure hybrid in early production

Everyone knows to stay away from the wilderness. Most people would never risk a lonely journey.

Roadwardens not only accept this struggle, they embrace it. They deliver messages, assist merchants, burn human corpses and, if possible, get rid of beasts and highwaymen.

They live on the road, die young or retire early.

It’s a dangerous job, but a respectable one. And it pays well.

Greetings, I'm new here!

I'm developing an interactive fiction game which currently has a demo available. You can find all the details on my website! The game has quite a bit of graphics to it, and I try to create something new and experimental. : )

Main Features:

  • Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore.
  • Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests.
  • Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality.
  • Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm.
  • Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds.

Please let me know what you think and you have any questions!

Looks good!!!
Can't wait to download the demo and give it a shot.

I'm glad it looks interesting for you! I hope you'll have time to let me know how it went! : D

I love it when a game slowly moves from place holders to the actual graphics. Here you can see the first part of the game’s map - the large “objects” are icons allowing you to select the area you want to visit. Heavily inspired by Baldur’s Gate. ; )

If you think it can still look better, I’ll be happy to see your feedback!

Hello, hello!

It was a busy week and I think I should start writing devlogs about the game’s development, highlighting new features and the general progress. I’d like to share the first post like this starting next week. : )

The coolest part of this week, however, was working on the new picture for the game. Do you remember my castle-tavern? I wanted to draw its interiors. The first attempt, which displays the exteriors as well, was a failure. It doesn’t allow to show that many details and limits the scope of furniture while also ruining the proportions, even if I’d add buttons allowing to hide and show specific floors.

But the new one feels great to me. For me, it feels cozy. It feels like I can’t help but imagine all the stories that started (or ended) here.

What do you think? Do you like it?

Looks like a throwback to 8 bit graphics... (Nothing wrong with that, it gives it that classic look. And I like the classic look!)
Nice... A full feature (so far) text story. More like reading a novel than a game.
2 spelling errors ( noted by someone not known to spell!!!)

  1. you described the undead town and the people there... You used "an" instead of "and"...
  2. the first morning, the "smell of burnt meet...". I think you meant "meat"...

Too many "just one option" in the discussion, used more like a "more" or "continue" command.
Last note.... At the inn, since you don't have anything there, the only option is to "go back" or "undo"...
For now, just comment "Not finished" and let the player go back the way he came.
(Altho, I did not check if "leave" would have done that already...)
Yes, Leave does work correctly.
Like I said, a VERY good start to an interesting story!

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