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A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
A rich, diverse Tactical RPG, envisioned by the master of the genre Yasumi Matsuno and you, the fans!
15,824 backers pledged $660,126 to help bring this project to life.

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February Update - Vertical Slice Part 1

Posted by Little Orbit (Creator)
84 likes

Dear backers,

January was another very busy month for Unsung Story. The commitment to the Square Grid has unblocked the team on many different levels. There are now so many work streams happening at once, that I'm going to need to pick and choose the elements to focus on in the upcoming Kickstarter updates.

General update and the one bit of bad news.

First, I want to apologize about the lack of backer interaction and forums. I have an unfinished task sitting on my to-do list to get everyone migrated to GamersFirst accounts so they can access the new Unsung Story forums. Things have been super busy, but I plan on getting this finished in February.

Second, here is an update on various parts of the game:

  • We have updated the story board to lock in the first 50% of the game.
  • We have updated the mission layouts / whiteboxes for the first 25% of the game.
  • We are about 15% done building out the character art, heads, hair, and outfits.
  • We are working back through all the abilities (lots of design tweaks based on game testing). Right now I think we have about 20% of the abilities completely done again.
  • Lots and lots of finalized engineering systems related to movement, combat, and AI.

Lastly, the bad news. 

After having spent the last couple months with the Square Grid and going through production timelines, it is clear we aren't going to have a finished game by the end of this year. 

I absolutely hate having to move things back.

The main problem is the mission art production time. We have 50 missions, and we're using mostly unique assets in each one. Early in the project, we made the design decision not to build some basic tile sets and just re-use those over and over. It takes a minimum of 1 month to fully complete the art for each mission. We are in the process of ramping up about 4 teams to work concurrently. Using those estimates, we have at least 13 more months of production which doesn't include time for cutscene environments, polish, submission, manufacturing and shipping. I will be spending some time to see how well we hold to our time estimates, and then I'll come back with a new date. 

Please know that I want to ship this game as soon as possible. You guys have waited far too long already.

Vertical Slice Timeline

The Game Developers Conference is on the horizon in the third week of March. The Little Orbit team will be up in San Francisco doing a series of press meetings near Mascone Convention Centre, and part of those meetings will be spent showing off the Vertical Slice for Unsung Story.

This is super exciting for us, because GDC will be the first time anyone outside our studio has seen what the finished product will look like.

With that in mind, starting this month I'm going to do a three-part series that tracks our progress up to and through those meetings. This month, I'm going to show off a lot of the pre-production. The March update will feature work-in-progression, and the April update will show off the final product.

Before I jump in, you can read the December update features some of Mission #5 as context for the switch to the Square Grid. https://www.kickstarter.com/projects/littleorbit/unsung-story-tale-of-the-guardians/posts/2358636

Mission #5 notes from our Lead Designer

Hey, everyone! This is Jared from the Unsung Story design team. I want to give you all a quick behind the scenes look at some of the design ideas and goals we had for one of the early missions in Unsung Story. Note: There may be some very minor story spoilers below, but nothing that would ruin any major surprises.

When designing the Branholme Clocktower Courtyard (Mission #5) we had several goals we wanted to achieve. First, we wanted to give players a look at a Branholme exterior location that depicted a more developed urban area. Up to this point in the narrative, most of the combat had taken place in areas that were either building interiors or on the outskirts of the city. Here, for the first time, you will get to see a clear picture of the city's architecture, its climate, and the heavy influence of mechanical technology that has seeped into the many aspects of the culture. Many of those ideas are visible in the concept images and story boards. 

The story board images were created back when we were committed to the hexagonal grid. We have since moved to a square grid and so these images are not accurate anymore, but they still do a great job of getting across the major concepts and themes that we want to preserve. 

Mission #5 Storyboard
Mission #5 Storyboard

Another important aspect of this level is that it's the first mission in which you will encounter non-monster enemies. The enemies you've battled until this point have been monsters, but here you will need to face off against humanoid characters that are enemy Mercenaries, Archers, and Berserkers - job roles that you will also have access to as you progress through the game. This creates a whole new type of challenge, as these units have a wider range of attacks and skills they can use, including using healing or revival items. From a design perspective, it means that the mission objective (and the level design itself) can afford to be more straightforward, allowing the increased complexity of the new enemy unit types to be the focus.  

Mission #5 white box
Mission #5 white box

The goal of this mission is to save some important NPCs who have barricaded themselves within the clocktower to avoid danger from the invading Saxtel fighters. Luckily you will have the help of Brienze and Sirena in this mission, two important story characters who are welcome allies in a fight. In order to win, all the Saxtel enemies will need to be knocked out, before Brienze, Sirena, or your main player character are killed. You get to control both Brienze and Sirena as playable characters, adding another unique element to this battle. As we continue to build out all the pieces, I think it's shaping up to be a really fun and memorable level. 

Mission #5 Final Concept and notes from our Lead Level Designer

Howdy everybody! My name is Jon and I’m the designer responsible for creating the levels in Unsung Story. After we locked in the story board and whitebox, we did a series of concept sketches to pull everything together into a final look.

Mission #5 sketch
Mission #5 sketch

When it came to developing the initial whitebox for Mission 5, I wanted to explore elements that were missing from the original hex-based grid layout. Primarily, I wanted to break up the playspace and add more discreet segments of gameplay which could only be reached through various routes, giving the player more options and combat settings. 

Another priority, was eliminating as much unused space as possible and creating opportunities for a more immersive encounter overall by making the playspace as traversable as possible. The switch to a square grid had the added benefit of enhancing the verticality factor of the levels and introduced the ability to get on top of props in the scene like buildings or go inside of spaces like the pagoda. The structures along the perimeter of the map and the pagoda also provided a new challenge for us to tackle to make sure we could occlude things properly for the player’s camera – this adds depth to our scenes and lets us create a more immersive environment to have fun and strategize in. 

In the end we finalized the look of the mission, and it turned out like this.

Mission #5 final
Mission #5 final

For those of you that purchased the Art Book, you'll get to see the conceptual work on each of the 50 missions.

Building Mission #5 in 3D

Once we have a final concept, we then hand everything off to the 3D art team, who will spend about 4-5 weeks creating all of the pieces.

Here is a quick shot of how that is turning out.

Mission #5 3D
Mission #5 3D

User Interface Iterations

Obviously the level art and design for Mission #5 will be the visual center piece of the Vertical Slice. But in order to actually play through the mission, we need a fully implemented User Interface. Months ago we showed some preliminary work in this area, but since then we've made a lot of stylistic changes to lean into some of the classic tactics feel. 

Please know that this is still work in progress using placeholder art.

User Interface Mockup - Dialog
User Interface Mockup - Dialog
User Interface Mockup - Battle
User Interface Mockup - Battle

Character Variation Progress

One of the other important elements for the Vertical Slice is the characters. We want to fully demonstrate all (or at least many) of the variation features we've been talking about for the last couple months. This includes different body types, skin tones, head variations, and hair.

Human Female Head Designs
Human Female Head Designs
Human Female head/face combination
Human Female head/face combination
Human Female head/face combination
Human Female head/face combination

Next month, I'll be back with more progress, and I'm hoping to capture some video of our character pipeline.

Thank you for your continued patience and support. 

Sincerely, Matthew Scott

January - Ringing in the New Year

Posted by Little Orbit (Creator)
154 likes

Dear backers,

I am pleased to announce that we have completed one of the main Kickstarter promises. 

Unsung Story has a full original soundtrack.. and it's amazing. 

Nearly a year ago, I had the honor of spending a fun evening with Hitoshi Sakimoto discussing why music was so important to Unsung Story. Since then, we have been exchanging notes to outline each aspect of the world that might influence his score. In December, all 26 tracks were recorded and fully mastered at Basiscape in Tokyo.

This month, I'm going to keep it simple.

I can't share everything, but let's ring in the New Year with the first minute of the main theme. 

Thank you for your continued patience and support. 

Sincerely, Matthew Scott

December Update - Revisiting the Grid

Posted by Little Orbit (Creator)
97 likes

Dear backers,

This month we're going to take a break from showing off art, and instead I'm going to walk through a fairly large change we are making to the design of Unsung Story.

We're not going to be moving forward with the Triangle Grid.

Changing gears this late in the project is very difficult. It's a particularly hard decision because I've already made and reversed this decision once before. But more painfully, it invalidates a bunch of work the team as done.

However, I'm going to spend our December update discussing why this needs to happen.

For those that want the context around the grid system discussions, I had originally posted an update in December 2017 saying that based on extensive analysis, the Triangle Grid didn't work. You can read it here

My conclusion back then was: The Triangle Grid system added complexity without really adding value. It's harder to estimate distance or directional facing – the two core elements any good tactics game needs to help communicate.

Then during my visit to Tokyo in January earlier this year, I met with Matsuno, and he adamantly insisted that the Triangle Grid did work, and he challenged us to avoid cutting it. So my team spent a couple weeks working on the issues, and we came up with what we felt was a nice solution. I showed off an early prototype in my March update. You can read it here.

In that update, even though we had found a way to make the system work, I acknowledged: I'm taking a risk in one of the biggest gameplay systems in Unsung Story - a risk that introduces a million new ways to fail. Hopefully it will be worth it.

Since then, you've seen some of the progress on our Visual Target mission, the 20 classes and 240 abilities, and the 50 white box missions for the rest of the game.

However around the 1 year anniversary in August, issues started popping up with the mission designs. 

Early testing on some of the levels showed that while they were functionally complete, they just weren't fun to play. We started back tracking over the issues and making adjustments, but the issues we encountered didn't change. Ultimately we have come to the conclusion the majority of the problems in the levels rest with the Triangle Grid.

To be clear, the Triangle Grid does technically work. That was my initial problem back in December. We solved that, and I'm even a big fan of how we implemented it. 

But now we've hit a new problem - the Triangle Grid doesn't work for a tactics-style game which needs to focuses on the following:

  • Precise movement options & scale
  • Emphasis on verticality
  • Balancing melee and ranged combat

For the next couple examples, I'm going to refer to the mission design for Chapter 5 Mission 5. You can see both the Triangle Grid and Square Grid white boxes for this mission.

Chapter 5 Mission 5 White boxes
Chapter 5 Mission 5 White boxes

NOTE: We started using hexes in our Triangle-based white boxes. This was done just to approximate the geometry and to lock down movement areas. After that we went back and smoothed over the hexes and swapped everything to triangles. From my perspective the main benefit of the Triangle Grid (as opposed to traditional hex grids) was to get organic looking levels that didn't require have hex-shaped art everywhere.

Now onto the issues:

Problem #1 - Precise movement options & scale

First, you'll notice that the Triangle-based white box is much larger than the Square-based white box. This is because with six directions you can't turn as fast, which means that you have to move farther to engage things. Each move feels less precise or meaningful. In a tactics game, I would argue every move should feel important.

You can see how large we had to make our Visual Target level in our July update here.

Problem #2 - Emphasis on verticality

After playing a couple different levels with the Triangle Grid, we've noticed that you can't get a lot of verticality. You can see this above. The bulk of the main movement area in the top white box is flat. This is because you can't easily model stairs or smaller roof areas in the Triangle Grid.

In the bottom white box, we see all kinds of vertical options with stairs, accessible rooftops, etc.

Problem #3 - Balancing melee and ranged combat

Looking at the top map, you can see that it might work great for a ranged combat game in the style of XCOM. Since the scale is larger, melee abilities are limited and become problematic.

For Unsung to truly work in a Triangle Grid, we would need to re-work about 50% of the classes and abilities to focus more on ranged abilities. We would need line-of-sight rules, cover points, and mostly flat levels. But then that would be an entirely different game...

So where do we go from here?

Honestly, there's a lot to re-work. Over the next couple months we'll be going through each mission's white box to convert it to the Square Grid and building out new UIs for how spells and ability ranges are rendered.

This month, I'm going to show off some of our progress converting a specific mission to the Square Grid so you can see how this plays.

STANDARD DISCLAIMER: You're about to see some very rough work-in-progress. This features "Heroic" characters without any of the changes for the "Classic" look, and there are a LOT of placeholders. The Plagueweaver unit on my team is meant to be an Elementalist. The Disciple is a Physician, and the Sharpshooters are supposed to be Archers. UIs, grid indicators, and damage VFX are all temporary.

You'll also notice a lot of the UIs have been removed because we're working on re-implementing them with the final UI style guide. Don't worry, those will be back soon.

Chapter 5 Mission 5 Overview

Welcome to Branholme! You and your band of mercenaries have just arrived upon this floating City of Wonder at the behest of your latest client. They weren’t very forthcoming with the details; but the pay was well above expectations so any questions from your side were minimal. Get in, protect an important figure from any unsavory types, and get paid. You’ve done this a hundred times over in a hundred different ways. How could this be any different?

Here is the write up from one of our designers explaining how we got to this mission:

When players first find themselves at Branholme, they are tasked with locating and protecting a very important figure within the world of Unsung Story. Unbeknownst to you and your party, a rival faction covertly sent units into the city just days before, and their mission isn’t as helpful as yours… Almost as soon as you locate your target, the enemy springs into action, and you are suddenly face-to-face with an overwhelming force right in Branholme’s town center! Fight through the town, keep your end of the bargain, and try to get out alive.

In this first sequence, we had already started work on re-organizing how a player's turn works before we changed the grid. The goal is to allow players to preview movement and attack ranges before they commit to their turn. Many tactics games punish new players by not allowing them to undo a mistake. In this sequence, I'm moving my Archer (represented by the Sharpshooter) and I'm trying to see how far her range is so I can hit the enemy's Archer with my Toxic Arrow ability.

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Next, I use my Physician to heal another unit.

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Then I massively underestimate the enemy's ability to gang up on me. My Mercenary doesn't last long. The black ball over a unit's head is a placeholder for units that are unconscious.

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And finally here is a shot of my Elementalist leveraging how close those enemies are together so I can use my Flameburst ability to hit more than one unit.

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Ultimately I felt like this version of the game is much closer to the feel we want. Each movement felt important. The scale felt good. And ranged felt balanced with melee. We'll be back next month with more progress to show.

But before I go, here's an animated overview of the unit we featured in this month's gameplay footage.

The Automatank

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Thank you for your continued patience and support. 

Sincerely, Matthew Scott

November - Focusing on the Divine

Posted by Little Orbit (Creator)
95 likes

Dear Backers,

Bonjour from France! I'm finishing this month's update in Paris after Games Week. Little Orbit was here working with our European Distributors, many of whom will be helping us release the retail version of Unsung Story next year.

During the show, I got a small break to stroll around and visit Notre Dame. 

Standing in the cold October air under the shadow of such an amazing structure, it was easy to imagine what it must be like for the citizens of Hodh in Jelamond, home of the School of Divine magic. 

This month I'll be giving a general update and walking through early conceptual work for the locations and classes of the Divine.

General Update

We've been expanding. In October, we added two designers, one character technical artist, and several more developers to the project.

The Storyboard work I mentioned last month is progressing well. We're now complete with Chapter 5 and part of Chapter 4. This is much more than redoing elements of the whiteboxes, it also includes all the dialog, intro and outro cut scenes, and extra objectives. I looked for a small snippet to share, but it's filled with notes and spoilers.

The developers are building out some of the more boring systems like Dialog, Audio, and Streaming based on requirements from the design team. They will also be starting all of the character customization systems in November, since our character technical artist just started.

In addition to the Storyboard and level layouts, the designers have been polishing up abilities and progression, so I'm going to share the class unlock tree. This shows the path for player units to progress from the starting classes through to late stage classes.

Class Unlock Tree
Class Unlock Tree

The art team is mostly done with conceptual work. You'll see the last major chunk in this update. They are focusing now on 3D modeling, texturing, and animation based on the requirements from the Storyboard.

Music Update

There has been a lot of back and forth on the music tracks this month.

I've listened to 20 unique tracks so far. This includes the main theme plus one lighter variation. Some main battle music themes, and then some of tracks for each chapter. This has been incredibly fun, and I am anticipating a trip to Tokyo before the end of the year to help provide final feedback to Mr Sakimoto.

Like I said last month, I'm working on a format that will allow us to share a teaser to some of the music.

And now for the rest of the class and location concepts...

Jelamond & Divine Classes

Jelamond and it's capital city of Hodh are among the most “ethereal” of the locations in Unsung Story. Built as high as possible in the Northern most peaks, this country is situated more evenly between the cosmos and the earth.

It is home to the School of Divine, which reveres the soul. Practitioners of this School use the resonant quality of the “ethereal body” or soul to transfer, store, magnify, and unleash magic. It is a reverent culture of sacred ritual, ecstatic song, and spiritual devotion. Practitioners of the School of Divine do not fear death and believe in reincarnation.  

Jelamond Cathedral Section
Jelamond Cathedral Section
Cathedral detail sketches
Cathedral detail sketches

We have previously introduced you to the Guardian class concepts. To round out the School of Divine here are the rest of its classes.

Bladesinger

This class unites the arts of swordplay and spellcraft, creating a wholly unique fighting style that can baffle opponents, if they managed to live long enough to consider it. Bladesingers are masters of all weaponry, summoning whichever blade they deem appropriate at a whim.

Divine Bladesinger
Divine Bladesinger

Necromancer

Necromancers are masters of death, within others and themselves. Often considered deplorable to those unfamiliar with their creed, in truth Necromancers bear no ill will toward the dead, instead opting to utilize that power to its fullest potential in aiding life.

Their primary weapon is a Scythe. They can manipulate corpses and debuff opponents.

Divine Necromancer
Divine Necromancer
Necromancer 3D Model
Necromancer 3D Model

Echo Knight

This class wields an unusual and incongruous power, warping the very fabric of space around themselves and their foes. The Librarians sing of Echo Knights who have stopped whole legions, all without shedding a drop of blood.

Their primary weapon is the Greatsword.

Divine Echo Knight
Divine Echo Knight

Shadow

Shadows are the unspoken and unseen hand of the Divine, dealing with matters that the public face of the School would deem reprehensible. When the seemingly healthy enemies of the church drop dead in broad daylight, citizens tend to assume it was by an act of God, rather than the immoral act of subterfuge.

Their primary weapon is a Hook and Chain, and they can 'mark' an enemy to perform extra abilities.

Divine Shadow
Divine Shadow
Shadow 3D Model
Shadow 3D Model

Like last month, we thought it would be cool to show you a line-up of the Divine classes, so you could get a feel for them all together.

Divine Line-up
Divine Line-up

Nature Classes

We completed Alionne last month, so we'll finish off with the last of the Saxtel classes. Here they are along with some gender swap concepts.

Archer

This class is unlocked early in the game. They are a simple but effective long-range attacker, capable of striking distant foes with ease - the backbone of any successful army. Archers maintain a backline, pelting foes with debilitating arrow attacks using their primary weapon, the Bow.

Nature Human Female Archer
Nature Human Female Archer

Animation Test - Nature Male Mercenary

Animation Test - Nature Male Mercenary
Animation Test - Nature Male Mercenary

Gender Swaps

Nature Horned Male Wildlord
Nature Horned Male Wildlord
Nature Horned Female Berserker
Nature Horned Female Berserker

And here is a line-up of the Nature classes.

Nature Line-up
Nature Line-up

This month I'm also going to show off two of my favorite creatures.

Gravemother 

An alluring female siren with a snake lower body. She has snake hair like Medusa and is covered with thick scales down to her snake body. Holding her small magical harp, she can attack with her tail or by her strumming an evil chord.

Gravemother Concept
Gravemother Concept

Hive Lord

A large knuckle walking spore beast with a giant bee hive growing out of its back. When casting spells on enemies, it sends its bees out to swarm and sting the enemies or plunges its arms into the ground with roots spiking up under enemies. 

Hive Lord Concept
Hive Lord Concept

As always, we appreciate your continued patience and support.

Sincerely, Matthew Scott

October - Pulling it all together

Posted by Little Orbit (Creator)
91 likes

Dear Backers,

We're back for another packed update of progress, and this month the theme is pulling it all together.

Internal Development

Last month, we announced that we were bringing the remaining work on the title in-house.

Since then I have had many fans and backers ask me why we decided to move everything away from Torus. 

The decision was based on a gradual take over of the project that started back in March, after Torus faced a number of challenges coming out of Pre-Production. Unsung Story was always going to be very collaborative because of the Matsuno source material, but by May all of the art production had been moved to Little Orbit, and in July we took over several of the design deliverables. By August it was clear that the project would start to suffer if we continued to split development between the two studios. Little Orbit has an 8 year working history with Torus, and they have shipped many titles for us. I deeply appreciate all the work they did on the title for nearly a year.

August and September have been a blur of ramp up.

In addition to the existing internal folks already working on the game, my Executive Producer, Nick, has officially taken over along with his associate producer, Kyle. We moved a new designer (Jared) onto the project at the end of August. We have a new lead level designer and two new engineers joining the team today! And we'll be moving over two more engineers (Brandon and Rodney), a UX artist (Jessica), and a technical artist (a different Nick) as they free up off other projects later this month.

Storyboarding

At this point we have a lot of great 2D art, 3D art, design docs, white boxes, test levels, and engineering. Last month's update showed off some of the early results from R&D in the engine. But with a project this large that was being managed out-of-house, there have been a lot of moving parts to get re-organized. The team has spent weeks digging through everything, and in some cases making revisions. Often during this process, we found ourselves asking questions about the impact of a specific ability or an objective of a mission within the overall scope of the game. 

Admittedly we found in many cases we didn't have enough documentation to help with the answers.

So Tyler and Jared have taken on the process of pulling everything together into a massive Storyboard Walk Through that incorporates all the work done to date. Think of this as a pen and paper version of the game - complete with D&D-style module descriptions, enemy stat charts, mockups for cutscenes, graph paper maps, character sheets, and dice.

Needless to say, the ability to sit down and play the game without spending hours and hours of 3D modeling and engineering is fantastic. Of course we have already stumbled across a bunch of minor flaws and issues in the design, but overall it has helped to validate the game. Also this effort will all go into the Strategy Guide. For the backers who ordered that reward, it should be fun glimpse behind-the-scenes at the design process.

General Updates

Here are a couple minor design alterations:

  • Scout abilities have been re-worked a little and renamed to Operative
  • Saboteur abilities have been re-worked a little and renamed to Engineer
  • Sellswords have been renamed to Mercenary
  • Swordspeakers have been renamed to Bladesinger

On the art side, we're done with all the concepts for all the classes. We now need to go back and do gender swaps for the class armor.

On the engineering side, we are working through the engine itself to streamline battle mechanics, how the grid is surfaced, and movement.

Music

We are running behind. Mr Sakimoto had a personal injury that affected his hearing, and he took several months off to recover. But he is back now and ready to go. In fact, I am delighted to report that he just turned in his first rough cut of the main theme!

As soon as more of the music has been composed, and Mr. Sakimoto feels comfortable, I will find a cool way to share it.

Lethanor & Mana Classes

This is one of my favorite regions of Unsung Story. Lethanor sits right on the border between the Saxtel Empire and the Kingdom of Alionne, and makes special use of a series of water gates to produce sound and magic throughout the city. It is also home to the school of Mana, and has long been a zen-like place of contemplation and neutrality.

You'll notice in addition to the water gates, bells are also significant in Lethanor. Bells are also a common theme in the class armor for the Mana School.

ART NOTE: Please remember these are all early concepts. They were designed as an exploration to push the aesthetic of each location and class based on what school they are from. It is our belief that over the course of the project, they will pull back into a more classic look based on a number of things we are still finalizing.

Lethanor City Section
Lethanor City Section
Lethanor Domed Roof Detail
Lethanor Domed Roof Detail
Lethanor Detail Sketches
Lethanor Detail Sketches

We have previously introduced you to the Disciple and Priest class concepts. To round out the School of Mana here are the rest of its classes.

Elementalists

Elementalists represent magical power in its most pure and destructive form. They take great pride in their ability to manipulate the weave of the elements around them, and seek rapture in the great expression of skill that accompanies every dazzling spell.

They avoid direct confrontation, flinging powerful spells towards the enemy from the relative safety of the backline. They’re not physically powerful, which makes them vulnerable to enemies that can close the distance (or ranged attacks, suchs as arrows).

Mana Elementalist
Mana Elementalist

Librarians

Librarians wield the ultimate power—manipulation of time itself. We have hinted at the way Unsung Story is told in reverse, and that mechanism is connected to Librarians who care for the "Opus", the first song and source of power behind the Schools. Librarians have changed the outcome of countless battles, slowing down the nimblest of foes, speeding up their allies and even undoing devastating losses. They focus on manipulating these mechanics through buffs, debuffs, passive abilities and reactive abilities. The Librarian is especially effective when paired with a slow but powerful class, or when facing extremely fast opponents.

Mana Librarian
Mana Librarian

Spellbreakers

Spellbreakers arose not for a great need to fight against magic, but as a way for the School of Mana to express their artful dominance over others. For when your enemy’s flames are quenched and their spells falter, who are the true masters of magic?

Spellbreakers are powerful anti-magic tanks, capable of absorbing magical damage. They should be grouped up with allies that are vulnerable to magic attacks, or used to hunt down enemy magic users to end them quickly. However, Spellbreakers don’t perform especially well against physical attacks, and can become overwhelmed quickly if they strike too far in search of enemy mages.

Mana Spellbreaker
Mana Spellbreaker

In keeping with this month's theme, we thought it would be cool to show you a line-up of the Mana classes, so you could get a feel for them all together.

Mana Line-up
Mana Line-up

Technology Classes & Alionne Creatures

On the Alionne side, we have a number of classes we still haven't shared. Here they are.

Engineers

This class is undergoing some re-design. Engineers are the builders and researchers behind the School of Technology. They are combat-trained, but tend to utilize their expertise over brute force in combat. They can rush ahead of the allied team, placing as many traps as possible before retreating to safety. Once behind allied lines, they can pelt the enemy team with bombs, dealing decent ranged damage to an area.

Technology Engineer
Technology Engineer

Physicians

The Physician is the oldest discipline in the School of Technology, and represents the shift from magical research to the scientific. While they’re the precursor the many advanced classes, their skills are quite useful later on.

The Physician supports allies with curative effects from a distance. They’re extremely versatile and powerful support units, but come at two heavy costs.

Firstly, they require items to be effective. If the player runs out of items, they’ll have to buy more from shops while outside of battle.

Secondly, the Physician has almost no offensive capabilities. They can heal and support their team, but can deal almost no damage to enemies, other than some light harassment from their Slings. 

Finally, Physicians are capable of combining their items to create new effects. This becomes especially important in the late-game, where advanced items can only be created by combining two lesser items.

Technology Physician
Technology Physician

Operative

The discipline of scouting was designed to help find precious resources in the Alionne Wastes. Operatives are fast, stealthy and extremely independent, though there’s a reason they tend to avoid toe-to-toe combat.

The Operative infiltrates enemy lines, sneaking up on a vulnerable backline enemy and finishing them off before the enemy team can react. They’re also capable of stealing equipment, which makes them essential versus powerful units, such as some bosses. Stealing isn’t easy, but results in not only disarming the opponent, but giving the stolen equipment to the player’s party. No gear in the game can only be obtained in this way, but it does allow players to obtain powerful equipment much earlier than they would otherwise be able to.

Technology Operative
Technology Operative

Cavalier

Cavaliers represent a noble and honorable approach to combat, appropriate for warriors of a more sophisticated age. Don’t let their civility fool you, though; many are the combatant who has fallen to the Cavalier’s guile, disarmed not by their blades, but by their skillful footwork.

The Cavalier is a tank class who focuses on avoiding damage. The rapiers they wield have naturally high weapon evasion stats, allowing them to easily parry incoming blows. However, Cavaliers are lacking offensively, and will struggle to deal with magical damage. Placed well, Cavaliers can hold the line against several enemies. If the Cavalier is placed poorly, magical attacks will kill them before they ever get a chance to fight back.

Technology Cavalier
Technology Cavalier

 And again, we thought it would be fun to present everyone together.

Technology Line-up
Technology Line-up

Alionne is the most sophisticated of the Lasfaria countries, but at the cost of its surrounding environments. Here is a quick look at some creatures from that region.

Automa-Tank

Not every technology invention works as intended.

2D Automa-Tank Concept
2D Automa-Tank Concept
3D Automa-Tank Model
3D Automa-Tank Model

Croakenmire

These hyper intelligent amphibians wander the Wastes.

2D Croakenmire Concept
2D Croakenmire Concept
3D Croakenmire Model
3D Croakenmire Model
 

3D Art from Last Month's Concepts

In last month's update we showed off a number of concepts including Aramar in the Saxtel Empire, a couple creature designs, and some new classes. This month I thought I would start by posting how some of those items are coming out in 3D.

3D Props from the Saxtel Wilderness
3D Props from the Saxtel Wilderness
3D Heronfir Creature
3D Heronfir Creature
3D Lionus Maximus
3D Lionus Maximus

Lastly, September was a particularly brutal month for those that work in the games industry. We lost some excellent studios including Carbine, Capcom Vancouver, and Telltale due to closures and games being shutdown. If you are in the industry, please take a moment to post any jobs you might have for those who might be looking.

As always, we appreciate your continued patience and support.

Sincerely, Matthew Scott