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!

I'm so sorry, DarkLizerd, I didn't receive an e-mail about your response! I usually try to respond much sooner than this.

I really appreciate that you listed these mistakes - two other people also mentioned this problem but didn't give me a specific information Where it is, so I literally today took a look at every single " an " in my game to make sure I can find the one part where there should be "and"... And I finally found it, but if I saw your message sooner it would be so much easier for me. xD


A new feature added - having an option to end the game! : P

Since Roadwarden is going to have a very unusual story structure and is, in some way, an open world game, I expect that not everyone is going to complete it in 100%. So, you’re going to be able to finish the game whenever you want - even in the middle of the tutorial. And if you want, you can always read a summary of your journey (which will get more and more detailed as your playthrough goes on) to let you know how much of a “good” ending you’ve earned up to this point

And yes - these endings are going to be heavily personalized. The one you see in the video, for example, belongs to a PC whose main goal is the wish to help people. Other characters have a bit different endings.

The entire “ending” section is still in an early WIP. It’s going to have additional graphics and maybe even an interface looking more like the game’s prologue, but for now it’s fine as it is. : )

By the way... Have you seen the game’s first devlog?

I was planning to focus on writing the new scenes for Roadwarden, but I decided to change my approach. Since the demo of the game received quite a bit of attention and a lot of helpful feedback (which includes one game-crashing bug), here are the plans for the nearby future:

Monday, May 25th - new devlog focused on the “genre” of the game (why is it an RPG / Visual Novel / text adventure hybrid : P).
Friday, May 31st - the new demo of the game (with few fixes and some additional features).
Saturday, June 1st - a video presenting the entire “tutorial” section of the game. For those who’d like to just see a couple of bits without sinking into the entire thing.
Monday, June 3rd - a regular devlog explaining the new features from the demo and some other changes.

After that point, the demo will no longer be updated unless a game-breaking bug will be spotted.

Not only it’s ScreenshotSaturday, it’s also the magical time when the new version of Roadwarden’s demo is released! You can find it here:

Unless a large bug will be found, I assume that the version 0.3 won’t be updated in the nearby future. And it should be able to fairly portray the gist of what I want Roadwarden to be.

If you haven’t played the demo before, this is the version that I would recommend. However, if you’ve already play it through, you may be interested in checking out the following changelog:

  • The Mac version is now available.
  • The achievements don’t kill you anymore. : P
  • You can switch the font to a pixel one.
  • Now you can actually beat the game! (and unlock the worst endings)
  • Added new travel descriptions.
  • Fixed some typos and rephrased a couple of things

...and more. Here are some details:
And here is the latest devlog, portraying the problems with labeling the game through traditional genres:

I am not much into downloadable games, but I hate to take someone's well deserved "last posted" spot on a thread.

Haha, cheers! I really need to ultimately release the game commercially, but there's a good chance that the demo will appear in a couple of weeks in a browser version. Though I'm still not sure how well it's going to work in as far as saving goes.

Whenever you encounter new NPCs in Roadwarden, you can select one of the 5 attitudes to impact the first impression you're going to make. Attitudes affect the tone of the conversation, what the NPCs think about you and what dialogue choices will be available to you in the future.

A group of bandits surrounds you. Some of them hold swords, others have loaded crossbows. Do you try to ease the tension by being friendly? Do you try to intimidate them? Do you act vulnerably, hoping they spare you?

Do you like what attitudes can you currently choose from? Do you think there should be any more?

My “break” is over! I’m back into the full-dev mode and it feels great. <3

I’m working on the dialogues for the first tavern. There’s a lot of things to talk about and to do here, and guess what. You don’t even Have to come here, and if you’re aggressive toward the innkeeper, you’ll just get thrown out. Choose your Attitudes wisely!

Hi, I'm Aureus and I love dialogues.

But seriously, how much can you do in a single tavern?

And yes, you still are going to be able to beat the game without ever going to this area.

What a fruitful week this was.

The dialogues for the tavern that I’ve been working on for weeks are now finished. Adding all the conversations for the guards increased the volume by a third, but the more I wrote, the more I was sure it was a good idea. The throw-away NPC now has a lot of personality, and I’ve added a lot of new things which will impact the game even in the later stages.

After finishing with this place, I took some time to draw. Two completely different areas:

  1. A ruined village. The Imperial forests are dangerous and unfriendly, forcing the hamlets and villages to grow as slowly, as they can. If humankind affects the nature too much, too fast - the monsters arrive to take back what belongs to them.

  1. At the edge of the swamp, a large tree stands for as long as anyone remembers. It has no leaves, yet slowly grows. To stay alive, however, it has to be fed by the locals, who put their offerings on an ancient altar.

Drawing still consumes a lot of time, but what now takes me a day or two, just half a year ago would be literally impossible for me. Or would require two weeks and dozens of redraws. Feels good to grow.

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