- A Disgaea meets Persona formula with a western twist on the classic strategy JRPG genre.
- A robust turn-based combat system with the right balance between complexity and fluidity.
- An attractive look and feel, with hand-drawn 2D backgrounds and a soundtrack produced by Game Audio Factory (Endless Legend, Endless Space).
- Light 4X elements - build your own village, conduct diplomacy, send your companions on expeditions for resources and treasures.
- A huge cast of characters to meet, recruit and befriend through Social Links.
- Lots of replayability with procedurally generated content, New Game+ and Ironman modes.
- For Windows, Linux, PlayStation 4* and PlayStation Vita*
- No microtransactions, no Steam Early Access (why?), no DRM.
- #1 - Battle System in detail and we also address your feedback
- #2 - Characters and Story
- #3 - Announcing Backer Beta
- #4 - Social Links
- #5 - Factions and Races
- #6 - Console Versions
- #7 - Diplomacy, Paypal
- #8 - Voice Acting, new Battle Map
- #9 - Town Building
Do you like epic stories about saving the world? Stopping destructive meteors heading for the planet? Fighting against madmen, clowns and madmen clowns? Travelling back through time? Obviously evil party members who turn on you as the plot comes to a bombastic conclusion? Amnesiac, grumpy protagonists winning against impossible odds?
Do you? Well, that's a shame. Because you will find none of these in Regalia.
Instead, you will get a compact and light-hearted slice-of-life story of a young man who was (un)fortunate enough to become a ruler. As he arrives to live out a personal fairy tale, it quickly becomes apparent that there won't be a Happily Ever After - his domain lies in ruins, his forebears have left behind a massive debt, and nobody's left behind to even acknowledge his claim.
Naturally, in all these perils, he won't be alone. Presenting the main four:
But worry not, that's not the entire cast (not even close!). A truly merry band of misfits awaits, and not all of them will be blonde. We promise.
With additional mission control from a ghost of a sagacious ancestor, success seems assured...
Yeah, no. We won't lie - it's pretty much a lost cause. Or is it?
You can read more about the story and characters here.
Regalia's battles take place on an isometric grid, in a turn-based combat system. You control a party assembled from the protagonist and up to 4 other companions (out of the total 12!).
When it comes to skills, we are focusing on quality over quantity, and therefore, every character and/or enemy feels different; every skill is unique to its owner, without boring duplicates. You can push and pull characters around, buff and debuff, summon new units or gadgets... and more!
There are no heals and no restorative potions in Regalia. Instead, the player is given a number of ways to shield a character from incoming damage. Keep this in mind, as pontless rushing and incorrect positioning usually translate into swift defeat.
Each battle is a part of larger chain of encounters, contained either in a dungeon or an outdoor battlefield. Because of the lack of healing, each encounter must be carefully planned in order to persevere, and perseverance will be rewarded with fabulous loot from deepest parts of the dungeons.
You can read more about the Battle System here.
Your own Village
You begin the game with nothing but a dusty, ruined castle, a nagging ghost of your grandfather and a vague promise of glory. As you progress in the game, you will harvest resources and gold, which can be used to construct new buildings in your village or upgrade the already existing ones.
Each building has its own occupant, a unique villager who brings additional benefits to your playthrough. For example, build a Smithy, and by doing so recruit Gunther, a mighty blacksmith who will be able to upgrade your weapons and armor.
To top it off, there's also the family castle. This central building lets you exercise your ruling authority, serving both as a diplomacy hub and housing space for some of your party members.
You can explore your town freely, visiting crucial hot spots like the market square or walking inside every building you have constructed.
For Regalia, we have opted for a classic overworld map. However, you will find no content gating here - everything is discoverable right off the bat. The world itself contains both static and procedural elements, so no two playthroughs will be the same.
Our map is divided into small regions, all of them containing many different goodies. You will be able to explore these regions both with your main party (led by Kay, naturally) and with the so-called expeditions - a group of party members hand-picked by you, the player. Such expeditions may be then issued orders, carrying out exploration and gathering duties in your stead.
And what exactly lies on the map? Dungeons (with randomized interiors, rewards and enemies!), crafting materials, treasure caches and also something we are really excited about - text adventures. Each of those adventures is a really short, self-contained story that you will be able to influence through your choices.
Finally, there's the Codex, which contains huge amounts of extra lore and background information. At the same time, it is dynamic, filling up as you travel around the nooks and crannies of the world.
Each inhabitant of your village, be it a companion or a villager, has a unique social link you can pursue.
Beneath every link lies a short story focusing on a particular character. To advance the link, you will have to spend time with him or her, listening to their experiences and reacting accordingly.
As you work on your relationships, your links will go through 5 stages, each stage bringing something tangible that would aid your gameplay. New crafting recipes will unlock, store discounts will be given, new skill modifications will appear - and so on. In addition, some links may contain hidden quests; completing those will reward you with fantastic pieces of loot and money.
We mentioned diplomacy before, and indeed, 6 factions can be found in the game. As each is mutually exclusive with its political rival, this leaves you free to ally with 3 of those in a single playthrough... and make enemies of the other 3.
In general, diplomacy works similarly to Social Links. However, instead of befriending specific characters, you befriend whole nations. Remember, though: as one faction slowly becomes your ally, its rival will start to resent you, which in turn will make your progress more difficult.
Naturally, securing an ally grants you perks, such as economic benefits, faction-specific buildings or, last but not least, a unique party member. A total of 6 faction characters can be recruited, but - due to aforementioned rivalries - only 3 will be available to you in a single playthrough.
To encourage partaking in diplomacy, we tried to make our factions colourful, unique and instantly recognizable. We will discuss them in greater detail in future updates; however, at this point, we can already share that you will encounter nordic elves, samurai dwarves, Arabian Nights-esque gnomes... and more!
The main campaign lasts two years of game time. Time is a scarce resource, and so you will have to manage carefully, dividing it between combat, exploration, diplomacy and social links. You and your progress will be evaluated every three months. Fail, and it's game over!
We designed the game to make it impossible to achieve everything in a single playthrough. Simply put, there won't be enough time. If you want to beat that secret superboss (and you can bet there will be one), better start working on your muscles right from the start.
Don't fret, though. If you happen to be a completionist, all progress can be carried over to the next playthrough via the New Game+ feature.
Play the way you want
Regalia features a dynamic scoring system that evaluates your progress every three months of game time. You can achieve your goals in multiple ways, focusing on the part of the game you enjoy most - fighting, exploring or socializing.
Though the main story itself is linear, the bulk of it unveils every three months. Apart from those "story clamps", we chose a hands-off, sandboxy approach. You'll be given a large set of quests and objectives generated uniquely for you - ones that do not aim to railroad the content, enabling you to proceed according to your own wishes.
Perhaps you'll finish a chapter doing nothing but slaying monsters. Perhaps you'll dedicate yourself to improving social links and crafting. We won't penalize you for this; instead, we want to provide rewards for both balanced and specialized approaches.
We aim to make the game's smaller systems as fun as the core of the project. To list a few: characters and villagers talk to each other, producing tiny, optional banter cutscenes, weapons and armors can be socketed with gems, weather phenomena happen in the form of rain and snow, skills can be upgraded and customised, seasons may open or block passages around the world, each week brings a new set of unique buffs (or debuffs!)... oh, and there's a truckload of references to many classic video games.
All backgrounds are hand-drawn in glorious 2D, while characters are rendered in 3D (why?). Every character and background is unique - we don't use tilesets or templates for our assets.
Our lead artist, Runshin, has chosen an art style which blends a familiar Japanese vibe with a hint of western influences. Inspired by works of George Kamitani, our characters are vibrant, colorful and slightly disproportionate, helping them achieve the additional "pop".
The use of 3D elements allows us to leverage all the goodies that come with the third dimension, like reflections, dynamic shadows and lights, or Havok physics calculations for both gravity and cloth simulation. In the end, there is nothing funnier than launching a physics-afflicted zombie into the air, right?
Regalia features an original soundtrack produced by Game Audio Factory, known for their fantastic sound-work in Endless game series. The composer for the score is H-Pi (Trackmania, Aarklash Legacy). We are using live instruments for many parts of the music; as you will notice, in the battle theme below, both violin and trumpets were recorded live.
The game will ship with a full OST produced by GAF and will be available on their bandcamp page and most digital platforms.
Here at Pixelated Milk, we are all huge fans of Yuzo Koshiro's music, the man responsible for the amazing music of Etrian Oddysey games, and we hope you will recognize his spirit in our soundtrack.
You can listen to Regalia's main battle theme below.
This is not your typical fund-my-life campaign. Everyone on our core team (writing, design, code) has been working for free for the past six months. Throughout the journey, we have supported ourselves either through our day jobs or personal savings. Every single dollar earned here will go towards content creation: 3D models, 2D art and music.
Up until this point, Regalia had been funded from savings and a bank loan - in other words, out of our own pockets. Over the course of the last six months, we have completed around 50% of all game systems. This includes a combat system, which is feature-complete and currently in polishing stage, procedural world map elements generation, item and skill systems, dialogue and cinematic systems and all base engine work.
We have completed all major character designs and a large part of 2D hand-drawn backgrounds. 3D model creation is currently at around 20%, with models completed for the majority of the main cast.
Here is a quick graph showing the projected split for the 40k USD funding level:
Taxes and Fees include Kickstarter and Amazon fees, legal fees for setting up a Kickstarter from Poland and a handful of our domestic taxes. Yep, that's a 25% of the funding down the drain right from the start. ,_,
Software Licenses will allow us to invest in software licences for new employees.
Music & Sound covers the costs of producing a full soundtrack to accompany our battle theme. Everything will be composed by Game Audio Factory and performed with the use of live musicians.
Finally, Art allows us to keep our current artists employed while expanding into additional 3D and 2D artists.
We are a small, fresh studio, united by the shared dream of creating games. We lack long resumes and work experiences of other projects, but we try to compensate for it with hard work and transparency. For us, your trust is the key to making this possible.
Pixelated Milk is based in Warsaw, Poland, with some of the team members working remotely from the other parts of the country.
The team consists of:
- Bartosz Łojewski, project lead and main programmer
- Lucjan Pakulski (http://runshin.deviantart.com/), lead artist
- Jędrzej Łojewski, writer
- Artur Świątek, designer, co-writer
- Tomasz Niezgoda, animator and designer
- Patryk Wąsiewicz, programmer
- Sylwia Pakulska (http://sylwiapakulska.deviantart.com/), 2D artist
- Daria Wadas-Modrzejewska (http://yaminolady.deviantart.com/), 2D artist
- Shaham Imtiaz, 3D artist (https://www.artstation.com/artist/polymator)
- Paweł Krzepis, concept artist
- Mariusz Wojciechowski, tester and designer
- Łukasz Śledziewski, PR and marketing specialist, designer
- Jason Summers, PR and marketing specialist
Risks and challenges
You heard it a thousand times already - making games is risky stuff. Not to mention this risk increases significantly when you are making games as fresh-faced newcomers, without the aid of industry veterans.
We did the best we could to minimize this risk. Our team, despite lacking experience in the industry per se, has hard, verifiable skills in programming, 2D art, 3D art, animation and project management.
We have also invested heavily in this project from our own pockets. Personal savings, family loans and finally a big bank loan enabled us to prepare a prototype for this campaign and code most of the significant game systems. This phase wasn't easy, and we had experienced many difficulties, but ultimately persevered.
With the majority of critical engine obstacles resolved and core systems implemented, we are confident that the programming itself poses a minor risk. Gameplay scope is kept razor-sharp and we have trimmed all the redundant fat to avoid feature creep or unnecessary bloating. Stretch goals were also thought through to prevent shooting ourselves in the foot through the way of drastic changes.
As we see it, the biggest risk lies with creation of content. Regalia is extremely art-heavy. Our current artists are tasked to 100% of their capacity, and we would like to have all the pretty things made a little bit faster. Having only one 3D modeller makes for yet another challenge - in this case, some redundancy is very much required. To mitigate all those risks, we plan to hire additional 2D and 3D artists after this campaign concludes..
Without a doubt, the biggest risk lies with the eventual quality of the game itself. When you are working on something day after day, it's easy to stop being objective about your product. To mitigate this, we have done two things. Firstly, twice a week, we hold brainstorming sessions, where we evaluate the quality/fun factor of what has been produced. Every team member has equal footing here to avoid the "the boss said it's good, so it's good" situations. Secondly, we are testing our creations with small focus groups, independent of the main team.Learn about accountability on Kickstarter
- (31 days)