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A new action platform RPG, inspired by all the people the heroes always ended up screwing over. Stupid heroes...
A new action platform RPG, inspired by all the people the heroes always ended up screwing over. Stupid heroes...
A new action platform RPG, inspired by all the people the heroes always ended up screwing over. Stupid heroes...
3,424 backers pledged $90,776 to help bring this project to life.

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YANTH WBW Update #4


Hello ladies and gents!

Since the last update I've pushed out a new build onto Steam for you all to try out. It's opened up the world map, the winged zephyr, and the magic academy. It's also enabled multiple new achievements, and allowed access to three of the main endings you can achieve early on. The complicated nature of the airship has led to quite a lot of debugging with the help of some of you guys and some early access players.

I've gotten into the rhythm of pushing out a new build after squishing multiple bugs. You can see some back and forth bug hunting if you visit the steam community forum for YANTH. Apart from that, I've been working on a lot of pixel art for the elven village Ein Toer, and fleshing out the main plotline for the area. There isn't too much to talk about at the moment, so I'll leave it at that and just upload a few pixel money shots here for you.

In regards to the DRM free version, that will still be released along with the finished version of the game. Will update again in a bit!


First time working on spiral stairs, had a lot of fun experimenting with the perspective and layout. 

This one was a bit of a challenge, I couldn't figure out how to get the perspective right without some time away from the computer. Just needed a little bit of common sense and light arithmetic :3 
EDIT: Second vid doesn't want to display properly, you can watch it on facebook here:

YANTH WPW Update #3

Hello ladies and gents!
So for the past few weeks I've been working on polishing the magic academy, fixing holes, animating large gears, and implementing some features I'll talk about later in the post. I've also been brainstorming on how to go about the elven city and the final chapter at Enox. I've managed to populate the facebook page with a consistent stream of... streaming game dev if you haven't checked that out lately. I tend to only show art/animation, eventing, and scene creation/playtesting since dialogue and thinking aren't very fun to watch. You can always find them here:

I wanted to elaborate on something I decided to implement a while ago. Usually in RPGs, when you die you get a big fat "game over" screen with an option to start over or load. Well, it's basically true for every game, but why stop there? This is an entertainment medium, so unlike the real world where when you die (according to some) you're gone for good, in this world we can keep going and see what happens. I personally loved the multiple endings in those "choose your own adventure" books, and I think a lot of RPGs have touched on this well by having multiple endings at the end of the game.

In our case, whenever Petula dies you'll be able to read about what happens afterwards, whether that's about the heroes, the people in her immediate vicinity, or her corpse. Aside from that, there are multiple paths throughout the game that will lead to an 'ending ending'. These are the type that will lead to a real credits roll, an overview of what happens to most of the characters, and how your choice(s) leading up to that have affected the world. These aren't restricted to the end of the game, but from the very beginning onwards. Yes, you'll be able to make choices that 'finish' the game within the first 10 minutes.
I'd like to share one of the snippets you may happen to read if you're not shrewd enough to escape the ghosts in chapter two:
"And so, Petula died of fright by the malevolent spirits on a moving train, setting a new world record for high speed 'freight' death. Her lifeless body hung limply off the edge of the train for an hour before being caught by a large protruding root, knocking her down into a large pool of water. Her body fed the algae which grew into a beautiful overgrowth, expanding into a nearby cave where a young Kobold couple conceived the future king upon her grassy remains. This is not the ending you were meant to see."
I also wanted to share some new achievements that'll be showing up on the Steam version.
Completed Chapter 1 (all the way through 6)
Don't Bother Me, I'm Sleeping
Good Things...
Couch Potato
Petula Like Big Boom
Death Collector
I Am The All Seeing
You Can Call Me Mr Ponzi
Master Ladysmith
Master Alchemist
Master Armorer
Crafting Perfectionist
I Don't Care, I'm Rich
Some people have asked about other builds of the game, particularly for Linux. Truthfully speaking, I haven't looked further into porting the game lately as I've been focusing on the game in general. Many updates ago I settled on using a wine skin to port the game for release, and possibly getting a native port after release. Focusing time and money on a native port isn't all that important at the moment as there are no special features that require a native build; The game isn't graphically intensive and there is no internet connectivity.
Anyway, I'm aiming for the next build to release this coming presidents day weekend. I just need to playtest a bit more to get through to the end of chapter 4. I've found a renewed vigor working on the project as much as I am again, and I'm finally seeing the light at the end of the tunnel. Looking forward to it!


YANTH WPW Update #2


Hello ladies and gents!
Welcome to 2017!
I'm over a (few) week(s) late for this update, I do apologize. I really wanted to finish up this build and push it through to Steam early access, but I kept finding things to fix, particularly for the Winged Zephyr in regards to player transfers, making sure the player doesn't get stranded if you land at this dock and the Zephyr decides to screw with you. The inside of the ship isn't any easier, what with it being a constant presence once you acquire it. Making sure all the NPCs are in the right area at any given point in the game, and making sure all the events in the ship don't mess with each other gets pretty arduous.
Over the past several days I've been rigorously playtesting while fixing/patching things as I go along. Most recently it's been all about a rather complicated event that happens on the Zephyr that could lead to an unfavorable ending. I don't feel comfortable pushing the build as it is out to early access quite yet.

Since the last update, I've spent about half the time finishing the crafting system and the other half polishing/making playable the following locations for the next build. This includes the Zephyr, Hearth village 2, and Streggone Academia (magic academy). You can play past that point, explore other areas on the world map, but I wouldn't save anywhere if you plan to carry over that save to the finished game. There were some particularly nasty bugs in the shop-running system I had some difficulty squashing, but I got em eventually.

The next build will also include the first optional ending. These endings will show a glimpse into how the world will turn out if you decide to do something else other than progress through the main storyline. They will contribute to a "find all the endings" achievement. There should be another optional ending in the aforementioned areas, but I haven't finished it and I'll put it in the next build instead. I'll try to have it up and running by next weekend. (In case you didn't know, my weekends are actually Sunday and Monday).

I've also mocked up a progress graph to keep track of everything so far. I've specifically left things out that I myself don't do, since my contractors/teammates are so much better than I am at getting things done when I ask them to. It's a rough outline, and I'm sure I've missed some things, but I'll add them in as new categories as they come up. I'll put this up on the website or somewhere easy to find and update it as I go along. It's not exactly a timeline that shows when everything will be finished, but it'll help get a general estimate as I start to update it.

I'll do another quick update as soon as I push the next build up.

YANTH WBW Update #1


Happy Holidays ladies and gents! This begins the series of weekly/bi-weekly (WBW) updates for YANTH development. I wanted to make this update before the 25th, but my family celebrates on Christmas Eve instead so things got a bit busy quickly. Hopefully you're all out (or in) having a good time!

The last update generated a lot of heated conversation between you guys, which is completely understandable after what basically amounts to a year-long hiatus. Rather than respond to each post, I think it's better to address it by continuing development and posting more updates, which is really the only thing that matters at this point. I am addressing concerns to those of you who have messaged me personally, please check your messages.

I've primarily been working on bringing the Winged Zephyr to life since the last update by populating it with people, some backers, and special functions. Now's a good a time as any to introduce the various sections you'll be visiting in the Zephyr. The screenshots have been taken of a build where the walkable tiles are visible under the graphics, so please disregard them.

The Deck
This is the top level of the ship, one of two areas open to the environment. Although there's little function to be seen here, a lot tends to happen, and you may want to visit it from time to time during your journeys.

Engine Room
This is the aft most section of the ship where the engine resides. A large window acts as a viewport in the rear where the player can grow select plants.

The second area open to the elements, the bridge connects the engine room to the cargo bay.

Cargo Bay / CompartmentsThe lowest level of the ship, this is where the cargo is held, and where one can enter the ship from the ground. The crew quarters and the captains quarters are held at the fore section of this level. Certain unsavory characters dwell on this level.

Helm, Shops, Suites
This is the middle level of the ship where the pilot resides at the helm. In the middle and rear of this section you'll find shops for the various passengers that fly on the ship. To port and starboard, a series of doors lead to vacant or occupied rooms for passengers. Near the rear you'll also find Petula's shop, and an as-of-yet unfinished blacksmith quarters where Petula can also craft things to sell or barter.

There are a few smaller nooks and crannies you can find around the ship that can carry you from one section to another quickler. I had some trouble at the beginning about how I would approach running a shop in the game. Considering you would be traveling the world, it would have been limiting to have her return to a single location to open up shop or clumsy and convoluted to have her open a shop at each town. This is how the roaming shop came to fruition. The Zephyr will be her home in the mid to late stages of the game, so it was only natural to have her base of operations there as well.

It allows for a bit more complexity when it comes to selling things. With a limited amount of space, you should think about what you want to sell at each town you're currently at to maximize your profits. It's probably not a good idea to sell weapons and armors at the dwarven city, but in a town ready to revolt against its oppressors? Sounds good.

The Zephyr is the next location to be explored after the events of the current build available on Steam. Initially I wanted to wait on releasing it until more of the world is fleshed out because it becomes more open world, but that kind of defeats the purpose of being in early access if I wait to finish things. I hope to have the next public build up by the next update for you guys to break.

December 9th, 2016 Dev Update

Hello ladies and gents!

Time for another update before the end of (this rather tumultuous) year. I do want to first apologize for the lack of communication since the last update. I haven't responded to messages through KS for a while now, and I thank Auron Starglider for the kick in the butt I needed to make this update. We're nearing four years into the development of YANTH, something neither I nor any of you thought I would say consindering it should have been finished a long time ago. I figured by this point I'd be on my second or third game by now (definitely not an RPG).

There's nothing less satisfying than reading an update that basically says "nothing much has changed" which is why I've been procrastinating posting anything for the past year. It is however not fair to any of you. It's a strange thing, when you find yourself being a hypocrite for the worst reasons. I often lamented at how many developers of games I followed or purchased and was unhappy with refused to address our concerns, stayed quiet and avoided their customers. "Say something, anything is better than nothing!" Yet here I am doing the same thing. Now as a dev, I find myself avoiding contact because of multiple reasons. I suppose the most obvious reason is from fear of backlash, avoiding toxicity to protect myself. There's nothing more demoralizing than reading criticism when you're already at a low point.

Anyway, I am no longer full time at the clinic and have a significantly larger amount of time to devote to the project. I'll get to as many messages as I can today, and I would like to start making weekly or biweekly updates (whether or not there is anything of significance in development). Most likely these will be posted on Steam, while KS will be updated once a month with those updates aggregated into one. To that end, I need some help if I end up procrastinating and missing a week or two. I am liable to you all as backers, so please remind me as often as you can. I don't check KS often, so Facebook is the most reliable way to reach out to me. I see the messages there on a daily basis:

As far as development goes, I've been fleshing out and eventing through the portions around Ein Toer, the elven city. I'm currently filling in character interactions on the Winged Zephyr (think Mass Effect and the Normandy, talking to companions in between missions) and working on backer sidequests. Please feast your eyes on some things I don't think I've shared yet. Pardon any graphical stuff that should be cleaned for the final product. 






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