Bevontule: Altar of Roots - Tactical Turn-Based RPG
Bevontule is an eclectic fusion of Western, Japanese, and strategy RPGs, with stunning 3D visuals and challenging tactical combat.
Bevontule: Altar of Roots - Tactical Turn-Based RPG
Bevontule is an eclectic fusion of Western, Japanese, and strategy RPGs, with stunning 3D visuals and challenging tactical combat.
Multithreaded Games consists of a core team of two lifelong friends and Portsmouth, Ohio natives, Derek Bradley and Andy Fenton. Having met in third grade, the two immediately bonded over their mutual admiration of video games (particularly RPGs) sparked initially by the game Earthbound. Sometimes they’d even hang out and play different RPGs on separate TVs – one stacked atop the other. Oh yeah, the TVs were giant abominations back then, so that sort of thing was possible!
Having long accepted the fact that they were nerds, the two friends decided to go all the way with it, endeavoring to create an RPG themselves, based on a 'novella' written by Derek in high school. In particular, they were interested in turn-based RPGs – namely the Final Fantasy series and other ‘90s SquareSoft (and other) gems ... including Vagrant Story, Parasite Eve, and Suikoden (just to name a few).
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- Additional Game Code (Steam or DRM-Free): $20 per copy
- Digital Soundtrack: $10
- Digital Copy of Original Novella: $10
- Early Access + Closed Discord Invitation: $15
- Cloth Map: $35 (price includes shipping)
Bevontule is a tactical role-playing game that occurs primarily on the surface of the continent of Onich, a vast and isolated landmass surrounding a central ocean known as the Inner Sea. Discovered some 1,500 years ago by a number of refugees fleeing their own war-torn homeland, it quickly becomes clear that – despite its welcoming appearance – Onich harbors dark and deadly secrets that were presumably left alone for good reason.
In present-day Onich, the continent is slowly being ravaged by a blight known as the Kelvari: an expansive, semi-sentient and root-like network of unknown origin and composition that has already “claimed” nearly 60% of the surface of Onich – primarily in the north and west. At the same time, grotesque creatures known as “Rootsouls” accompany the slow but certain spread of the Kelvari. While massive regions of the continent are safe – either via proximity or outright delusional thinking – other nations are on the immediate boundary of the Kelvari fields and have at times had limited success in fighting back the scourge. Politically, this leads to much tension between disparate nations – many of which do not understand the existential threat posed ... and as such, do little to assist those fighting.
The player takes control of Bodom, a mysterious person that appears along the western shores of the Inner Sea, allegedly hailing from the northernmost regions of Onich. Claiming the ability to destroy the Kelvari, he quickly finds himself a valuable asset in the ensuing struggle against them – as well as a pawn to the political machinations of regional and continental players. Will you stave off the looming calamity... or unwittingly hasten its arrival?
- Enjoy a mature and highly-detailed plot spanning thousands of years.
- Fight in a challenging tactical, turn-based combat system where proper positioning and timing are critical.
- Visit a beautiful world with modern 3D environments to discover, explore, and conquer.
- Fend off free-roaming enemies with a wide variety of movement patterns, behaviors, and habitats.
- Prepare for an unrelenting and highly-intelligent enemy AI that can be scaled to various difficulty levels.
- Play alongside a cast of interesting characters with defined roles, yet deeply customizable skill sets – allowing multiple builds for each combatant.
- Unlock, learn, and equip from hundreds of combat skills, attribute bonuses, and world-based buffs.
- Explore loads of side quests, optional bosses/areas, and minigames!
- Scavenge, create, and upgrade items using an original skill-based crafting system.
- Utilize an integrated bestiary system that rewards discovery, experimentation, and exploitation of enemies for rewards.
Bevontule features grid-less, turn-based tactical combat with an emphasis on positioning, timing and character customization.
Uniquely, Bevontule allows the character to move while also simultaneously selecting a combat ‘action.’ In this manner, a character may check the range of any of their attacks, items or skills while moving, a helpful feature that would be cumbersome, if not impossible, in other grid-based tactical RPGs
As a character decides which skill to use, the turn order will update to show the ordering that will exist on the next turn. For example, assume the character Moroch chooses to use Firebomb on a nearby enemy--this skill takes 3 ‘Turns’ to charge, then execute and Moroch will be slotted into the queue 3 slots from the top position, as shown in the following GIF.
A chain occurs when multiple skills are queued up in succession. The chain begins when the first skill executes and ends when the last skill executes. Any target that receives damage while a chain is active will take increasingly higher amounts of damage based on the number of times that target receives damage.
Success in battle depends largely on the player's ability to initiate and manage chained skills--keep in mind, however, that enemies will execute chains as well and are often times, more than happy to do so.
Bevontule features an intricate skill system that grants the player an extreme level of customization when unlocking, learning, equipping and upgrading different skills.
Skills are managed outside of combat via the ‘Skills’ section in the main menu. The skill tree itself is represented by several ‘circular’ tiers of increasing size that contain unlockable nodes. There are various routes that can be taken through the Skill Tree depending on the intended build path for a particular character.
In addition, each skill possesses a number of upgrades that can range from simple bonuses such as increased damage to far more drastic effects, such as changing the number of targets, the effect range, and even more exotic alterations.
Various pieces of equipment, including weapons, armor and accessories can be used to provide defensive boosts, attribute bonuses, status immunities and more, allowing the player to further customize their characters.
Each character specializes in at least one specific type of weapon (daggers, sword, bow, etc). There are also three distinct classes of armor: light, medium and heavy. All characters begin the game with the ability to equip only one class of armor, but through the skill tree, some characters may gain access to other armor types.
Optional and hidden side quests can be found throughout the world of Bevontule, offering unique rewards, pieces of lore or other insights into the continent of Onich and its tumultuous history. Whether you're helping stave off thieving insects during their annual rut or rescuing survivors in a town recently attacked by Kelvari, there is no shortage of extra content to undertake or rewards to reap.
Crafting in Bevontule is recipe-based and rewards skill in the crafting mini-game when creating items. Each recipe calls for generic items (metal, cloth, wood, etc) and it is up to the player to determine which resource to use for each of the materials.
Bevontule also features a navigable overworld map, reminiscent of traditional JRPGs, where towns, dungeons, enemies and other points of interest can be encountered. In many ways, the world map acts as a central 'hub' of sorts and can be thought of as another dungeon in and of itself.
The 'world' of Bevontule encompasses a vast and varied landmass known as Onich, wherein many different nations, factions and groups vie for control of the continent's ever dwindling land and resources.
Colloquially known as Roots, Kelvari can be thought of as the overarching, but largely unintelligent ‘antagonists’ of Bevontule. The term Kelvari refers collectively to a large, semi-sentient network of unknown origin and composition that covers roughly sixty percent of the entire surface of Onich and is ever-expanding, although primarily in large bursts or waves of activity known as ‘saccades’.
These ‘Roots’ are capable, to some extent, of extracting minerals, and by extension, the 'lifeblood' of the areas in which they inhabit, rendering many regions desolate, desecrated and moreover, uninhabitable. In addition, the Kelvari are also capable of absorbing and assimilating organic matter into the Root structures themselves, a process that results in largely unstoppable creatures termed Rootsouls.
It is thought that a Rootsoul only occurs when a deceased or recently-deceased organic lifeform, whether Human or animal, is encountered by Roots. Due to this observed association, there is an inherent level of spiritual significance placed on the Roots--different sects revile or revere the Kelvari: some view them as a harbinger of the end times, where others willingly sacrifice themselves to the Roots in search of ascendance.
Acting as a general antagonist for much of the early game, the arboreal kingdom formed after the Fall of Sallasat, when thousands of humans united under the banner of what would later be called Auvane, a federation whose primary goal was to prevent the spread of Roots southward.
They raised the largest army seen within centuries and began to siphon their enormous mineral resources into the war effort. They established forts, encampments and settlements north of the forest, hoping to curb the blight before it reached the vast treeline.
With the conflict against the Roots winding down momentarily, Auvane sets its sights on the vast swaths of unclaimed territory to the south, much to the chagrin of others who seek to limit their power.
Refers to a small, but dedicated cult that inhabits the Shamalse region. Bone Dancers worship the Kelvari and have even ‘imprisoned’ a large Rootsoul in the innermost depths of their sanctum within the Ossein Pass.
Many Bone Dancers are ancestors of Auvanians who suffered mental breakdowns when fighting the Kelvari. Realizing the seeming futility of the struggle, they have instead attempted to worship and earn the favor of the Roots themselves.
Engaging in ritual sacrifice, abductions, murder and all manner of other ‘customs’, they are widely regarded as a vile, primitive ‘clan’. Far from Auvane and larger civilizations, they are free to engage in whatever practices they please without scrutiny or real harm.
The Sallasat region was settled by Humans during the early centuries of continental discovery and exploration, some 1000 years before the plot of Bevontule begins. Located on the opposite side of the continent from both Human and Onichian settlements and naturally protected by an extensive mountain range, Sallasat quickly rose to prominence as a scientific hub and was soon regarded by others as a quirky and isolationist nation.
In actuality, and unbeknownst to others, Sallasat had been established near a Spring, a source of energy fueled by Human corpses, similarly to the Onichian civilization. In stark contrast, however, they neglected to follow the same path as the Onichians, opting instead to study the Spring without ever ‘feeding’ it corpses, learning eventually that the latent energy (known as Ont) could be extracted and used without the ‘sacrifices’ employed in the East. This understanding quickly gave rise to technology similar to electricity and the advanced city grew to encompass a large swath of land in southwestern Onich.
Sometime, nearly a millennium after Onich was discovered and colonized, an explosion occurred at the Sallasatian Spring, utterly destroying the backbone of the entire civilization. While many theories abound as to the exact cause of the devastation, the area was quickly abandoned and subsequently consumed by Kelvari.
Formed in the early 15th century near the Atonian Steppe region, The Cullstone Syndicate is a gang originally twenty strong that specializes in smuggling of illicit materials, including dangerous chemicals, rare ores and even drugs. The syndicate is forcibly ‘dismantled’ by party members Moroch and Apolith shortly before the game begins and continues on as a shell of its former self, primarily providing the region with illegal wares, and namely the strength-inducing Duru, used by the Auvanian military to sustain their struggle against the Kelvari to the north.
The soundtrack of Bevontule takes influences from ambient and electronic music, fusing these modern styles with more traditional piano, harp and flute. We knew from the beginning that we wanted to do something unique with our OST and we couldn't be more thrilled to have brought acclaimed and eminently-talented musician Mimi Page on board!
Mimi Page is a singer-songwriter, producer, and composer born and raised in Los Angeles, California. Her cinematic music and ethereal vocals have been featured in a multitude of soundtracks and scores for acclaimed films, television shows, and video games. In 2012, her piano-driven ballad, Butterfly, co-written with collaborator Bassnectar, gained her international attention with radio play, film and television placements and guest performances at renowned venues across the country. In 2015, Page wrote and self-produced her second studio album, The Ethereal Blues, a follow-up to her 2013 ambient release, Requiem, which was a recurring theme on Travel Channel's Ghost Adventures. Her latest single “Nightfall” off her new EP Hope For The Haunted, was recently featured in Netflix’s original series Dark. Her vocal and songwriting work with video game composer Inon Zur, earned her three award nominations for the theme of Sword Coast Legends with additional vocal features in AAA games Fallout 4 and Eagle Flight. Her most recent works as a composer include the documentary feature film The Trade, and video games Ancient Frontier and The Lighthouse. Mimi is partnered with virtual instrument and sample library developer, Soundiron, and is set to release her own signature ethereal vocal library in 2018.
Here are a few tracks from Bevontule's OST, which can all be found in our Kickstarter demo!
Derek Bradley - Lead Game Design, Programming, Story
Derek Bradley is a graduate of Shawnee State University, having earned a bachelor's degree in Simulation and Game Engineering Technology. Derek's primary tasks include high-level game design, programming of many disparate systems (combat, character control, enemy AI/behaviors and many, many more) and overseeing the overall story and plot progression of Bevontule, alongside Andy.
As a teenager, Derek created a rough draft of the plot of Bevontule and --having spent entirely way too much time playing RPGs -- made it a personal mission to one day create one himself, based on this original rough draft. After quitting his 'real' job, he and lifetime friend Andy formed Multithreaded Games in an effort to cement their dream as reality.
Derek is a huge fan of electronic and ambient music, and, for the moment, has no familial obligations, save from an incredibly needy and vocal cat. His favorite RPGs include Final Fantasy Tactics, Shadow Hearts: Covenant, Vagrant Story and Elder Scrolls Online. His favorite game OST is the soundtrack for Xenosaga II.
Andy Fenton - Lead Game Design, Programming, Environment Art
Andy Fenton graduated from Shawnee State University as well, earning a bachelor's degree in Simulation and Game Engineering Technology. Along with general game design, Andy has developed much of the UI and interaction scripts used in Bevontule. Acting as the impromptu artist of the duo, he has also sculpted and optimized much of the environments.
Husband to a supporting wife and father to three young children, Andy spends what little free time he has delving into his collection of classic RPGs and, occasionally, dabbles in the RPGs of today. Always looking for a good video game discussion / argument, he still reminisces about his favorite games, a list that includes but is not limited to: Suikoden II, Final Fantasy Tactics, Xenogears and Earthbound.
Calvin Lye - 2D Concept Art
Calvin is a digital artist freelancing in illustrations and concept art. Originally hailing from Songkhla, Thailand, Calvin has lived in many different countries and experienced diverse cultures and backgrounds, incorporating these influences into his work.
Calvin has always had a love for the fantasy genre, having grown up watching the likes of Krull, amongst other (arguably better) movies and has been inspired by numerous video games. In fact, his career choice of concept artist and illustrations was inspired by Yoshitaka Amano's works.
Mimi Page - Music
Mimi Page is a singer-songwriter, producer, and composer born and raised in Los Angeles, California. Her cinematic music and ethereal vocals have been featured in a multitude of soundtracks and scores for acclaimed films, television shows, and video games.
Mimi has been instrumental (pun intended) in filling the world of Bevontule with life, her compositions as beautiful as they are haunting.
Mimi's love for RPGs began at age 7 when she discovered what would ultimately become her favorite game, Super Nintendo's "The Secret of Mana." Spellbound by the music and mystical storyline, she felt she had discovered an entirely new world to escape to. Mimi is a huge fan of mystery, fantasy and strategy gameplay, and currently plays games on her Xbox One, Mac, and iPad. Some of her all time favorite games are "Chrono Trigger", "Zelda's Ocarina of Time", "Myst", "The Elder Scrolls" series, the "Fallout" series, "The Room", and Hearthstone.
After graduating college, reality soon struck; full-time work on an indie RPG wasn’t exactly going to pay the bills. So Andy and Derek joined the corporate workforce instead – and for the next 6-7 years, they developed software for a local company … each gaining valuable experience working on large projects in collaborative environments. All the while, they continued to discuss and think about developing their own RPG.
As time marched on, and after a series of sometimes sober pep talks, they decided to take the plunge in 2015, quitting their full-time jobs and officially incorporating Multithreaded Games with the sole focus on developing Bevontule, based on a ‘novel’ that Derek had written some 15 years prior. For them, the game they wanted to make required more attention and focus than they would ever be able to devote part-time – and while many of their peers and family warned them that it would be a risky move, they tended to agree wholeheartedly … and did it anyway.
Nevertheless, after 2-½ years of development, they’re still alive (but severely malnourished) and have made significant progress toward achieving their goal: Most of the fundamental mechanics of Bevontule have been implemented; the general plot, characterization, locations and events have been fleshed out; and for just two programmers, the visual quality has far surpassed anything that they imagined. With such a large portion of the game completed already – and with their limited resources ever-dwindling – the duo is turning to Kickstarter for the last big push to help propel the game over the finish line.
To our families that have supported us, the friends who have played our demo builds and supplied us with pizza and video games, and to the strangers who have supported us up to this point we truly, fully and utterly appreciate it. Creating video games, particularly Bevontule, has been a dream of ours for decades and we wouldn't have come this far without you.
To those supporting us now on Kickstarter, we thank you for putting your faith in us and our vision. Knowing that you trust in our conviction and skills enough to support our campaign inspires (and funds) us to move forward.
Risks and challenges
Since the core team is composed of two programmers, our first challenge was to create and maintain a consistent artistic quality. To do so, we not only took it upon ourselves to learn what we could – but also reached out to different artists and studios throughout the world. In doing so, we've established contacts and relationships that have proven invaluable to the development process. Our experience working with freelancers from all disciplines has given us the confidence to expand our collaborations even further once Bevontule is funded.
Of course, development delays are always a risk with games – indie and AAA alike. You can be sure that we've committed ourselves to this game – quitting our jobs and working long hours every day to get where we are now. We have no intention of stopping. And while we can't guarantee that there won't be delays, we can promise that if you put your faith in us and support this campaign, we will continue to give this game our all – and our backers will always be kept in the loop.Learn about accountability on Kickstarter
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