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Soul Saga!  A J-RPG inspired by Playstation classics.'s video poster
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A love letter to J-RPG classics from the Playstation era like Final Fantasy, Breath of Fire, Suikoden, and Persona. Read more

Seattle, WA Video Games
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This project was successfully funded on July 15, 2013.

A love letter to J-RPG classics from the Playstation era like Final Fantasy, Breath of Fire, Suikoden, and Persona.

Seattle, WA Video Games
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Soul Saga - Update 11

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HELLO, FRIEND!

I missed you! How have you been? Since the last update the team has been working hard pushing Soul Saga forward to bring you an awesome game. We’re all really excited where things are at, and today I want to show you a tiny bit of what we've been working on.

GAMEPLAY!

I've thrown together a quick video of some early gameplay footage for you. This is a work in progress of the Goblin Village that you have seen the concept for previously. Stuff is looking great, but please keep in mind the following footage is not the finished game.

Since you have already seen the concept art for it, we felt that the Goblin Village would be the best one to show off . There’s a whole lot more done, and we’re keeping it all fresh so that Soul Saga will be new and shiny for you when you get it! We made the pacing of the combat much faster than the Kickstarter demo based on your feedback. Please let us know how you feel about it on the forums!

PROJECTED SCOPE

When I first started the Kickstarter, I thought if I was REALLY lucky I might be able to hit that $60,000 goal and bring you a neat game. If we had only hit that $60,000 goal, this is what I would have been able to get you:

  • I would have worked full time at another company and spent all of my free time and free money on Soul Saga.
  • Soul Saga would have hopefully been about 6 – 10 hours long.
  • Almost 100% of the environment art would have been stock art from the Unity Asset Store and other sites that host great artists.
  • There would have been only 4 playable characters (Mithos, Elise, Taro, Max).
  • A smaller cast of enemies
  • There would have been no airship exploration or combat.
  • There would have been no guild hall.
  • Only available on Desktops.
  • There would have basically been no stretch goals that were listed on the Kickstarter.

Soul Saga would have still been a great game, but just smaller in scope. Luckily, because of you, we were able to blow past that minimum goal and increase the scope to bring you a much more robust game, featuring:

  • I get to work full time on Soul Saga to bring you the best game I can
  • Over 10 playable characters
  • Airship Exploration
  • Airship Combat
  • Approximately 10 – 20 hours of gameplay depending on difficulty level, secret and side quest completion, and player skill. This number may be higher by the time Soul Saga is done.
  • Custom environment art and many different levels
  • Over 100 foes to slay
  • Loaded with secrets and Easter eggs around every corner
  • Ported to several great consoles And all of the other stretch goals we knocked out during the Kickstarter!

I’m really excited to take Soul Saga up to the highest production quality we can muster. The increased scope does mean more work, and everyone on the team is happy to take it head on. When I had originally estimated the release date for Soul Saga, it was with only the $60,000 goal in mind. Since our scope has changed dramatically we had to estimate a new release date. To do this, we had to have time to analyze the new budget, finalize the team building, and get the game to a very strong point in our internal alpha. We now have almost all of our art assets completed, so we have estimated we can get Soul Saga on your PC, Linux, and Mac this Winter. The other ports will follow soon after, but we will get to that information once the desktop version is good to go. Soul Saga is our chance to prove to you that Disastercake can make great games. Please hang on to your seats and enjoy the ride as we push Soul Saga forward!

FORUM KEYS ARE READY!

In a previous update I had mentioned that the Humble Bundle reward pages were ready for you to pick up your forum key and secure your download page for when the beta and game are ready. If you have not received your key, please follow the instructions on the Kickstarter page here. If you were a Paypal backer, you should have received instructions in your e-mail. If you did not receive this e-mail, please e-mail Humble Bundle support at:

contact@humblebundle.com

They are super nice folks that will get your account set straight! If you didn’t get a chance to donate to Soul Saga during the Kickstarter, you can still pre-order the PC/Linux/Mac versions! This pre-order comes with a complimentary forum registration key. You can find the Humble Bundle pre-order widgets on the front page of our website.

GOT FEEDBACK?

Have an idea, thought, opinion, or critique for Soul Saga? I’d love to hear it, and so would all of the other great fans like you! We’re at the point now where we would really like your critiques so we can all work together to polish Soul Saga to a nice shine. The best way to get your idea recognized is by posting a poll in this forum. This allows users to easily interact with your idea and to gain a tangible tally on everyone’s opinion. Soul Saga is built upon the great ideas of its fans, so getting everyone involved is the best way! You can find instructions on how to create a poll here. If you’re just hoping for general feedback, then you can always just make a regular post as well. It’s your choice!

WHAT DO YOU THINK?

I love to chat with you and hear your thoughts! The best place place for your critiques is in our forum, since I frequent them often and it allows all of the fans to bounce ideas around together. Please stop by this update’s forum topic here to drop a comment!

Roy, Jehren, and 41 more people like this update.

Comments

    1. Creator Disastercake on May 5, 2014

      @William & @Yoru - Thank you very much! =)

    2. Creator Yoru Azenia on April 25, 2014

      Kinda looks like a mix of Tales and Final Fantasy and that is epic win my friend. I have been dying to play this since the day I became a backer and now my anticipation has skyrocketed. Sony should properly advertise this like they did with all the other great indie titles on PS4 especially since itll give the PS4 something it sorely needs in its lineup a good old fashioned JRPG. Sure were supposed to be getting a Tales game onit which Im also really excited for but it probably wont have that classic nostalgic feel. Keep up the great work.

    3. Creator William Allen on April 24, 2014

      Now that I've heard the battle theme in the context of the gameplay, it sounds even more amazing. It works really well for the battle system.

    4. Creator Disastercake on April 20, 2014

      Thanks, Frank! I'm not really trying to hit any specific number, I'm just doing what feels right for Soul Saga. I'll have more information on that near the end of the project.

    5. Creator Frank Napolitano on April 20, 2014

      I love the new look, even more than the original look. Question, the length, is that solid, or are yolky looking at increasing it?

    6. Creator Disastercake on April 18, 2014

      @lizard - It's not dumb! I also prefer it when they make a physical connection.

    7. Creator lizard81288 on April 18, 2014

      This is going to sound dumb, but I like how they get close to each other than attack, rather than just attacking the air or jumping in the middle of the stage and attacking. It feels like the attacks are connecting.

    8. Creator Disastercake on April 18, 2014

      Thanks, Jean! There is also Xbox 360 controller support.

    9. Creator Jean-Marc Giffin on April 18, 2014

      The game is looking great!

      I was wondering, will it be possible to play the game without using a mouse? I find it much easier to control a game with a joypad than keyboard/mouse.

      Thanks and keep up the good work!

    10. Creator Disastercake on April 18, 2014

      @love bump - Because there are so many characters, and more will be added later, switching out characters mid combat may potentially ruin the "battle of attrition" feeling in dungeons I'm hoping to grab similar to old school RPGs like Chrono Trigger. You could always start a poll on the forum and if it gets enough up votes I may be able to try and implement something.

      @Deaftard - Sure, once the beta is out I will probably do a quick playthrough of it. I'm more interested in watching others play, though. =)

      @Vince - Thank you very much! I think that is a good idea. Can you bring that comment to the forums and start a poll there for everyone to vote and comment on? That will allow all of the fans to pitch in.

      @Justin Holmes - Thank you! I am very happy with the team we've been able to build. They're doing amazing work, and (at the least) as equally passionate as myself, which is refreshing to experience after years of toiling away on the project alone.

    11. Creator Justin Holmes on April 18, 2014

      I love where the project is at right now. You've definitely brought on gifted people for the music and assets. Keep up the good work!

    12. Creator Vince Vazquez on April 17, 2014

      That is absolutely wonderful! I really dig it, even though, with the new art, it has more of a Tales-vibe than the original art would've lent it, so it's not what I was quite expecting from back in the original pitch. It's fantastic looking regardless, and fantastic-SOUNDING!

      The only thing I would say - and I guess I should head to the Disastercake forums for this later - would be to add some sort of visual marker for when an enemy spots you. Usually, a word bubble and an exclamation point do the trick. When they give up/lost track of you, a word bubble + "?" is a clear signal that they lost you in most games.

      Will you have any field skills? I love turn-based RPG's that have gotten rid of random battles, but I'm always puzzled when so few take advantage of the "having enemies onscreen"-nature of it. Now that you can see, and mess with/avoid them, you should be able to do things like whistle to attract certain enemies. I remember Blue Dragon had a mechanic where you could get multiple enemies into a group battle, and sometimes the enemies would not get along and attack each other.

    13. Creator DeafTard on April 17, 2014

      MIKEY! You need to do a live playthrough with the alpha demo sometime in the future! We would love to see you play while also commentating on several things about the alpha demo on twitch! DO IT DO IT! It's been so long! It can be only a few hours or something since we all know you are an extremely busy person and this update is truly amazing. Anyways, crossing fingers for a twitch live stream with mikey soon!

    14. Creator love bump on April 17, 2014

      i have a question about the combat will we be able to switch out characters during combat like in final fantasy 10?

    15. Creator Disastercake on April 17, 2014

      Thank you very much for your kind words, everyone! We're all very excited that you like how it's turning out, and we're more pumped than ever to keep pushing forward to get you a great game!

      @Carlos - In the Unity Editor I get frame rates between 90-200FPS depending on the viewport size and things going on in the scene, and that runs slower than the compiled build. The compiled build is framerate capped at 60, so it's hard for me to tell what it's maximum is, but it never drops below that for me. We're trying to keep everything optimized with the environments and characters so it can work on slower machines. Once the beta is out that will help us get more feedback on the performance.

      If the video seems like it goes slower, it might be because of Fraps recording and then the encoding of the video.

      @Edward - I got a lot of feedback from the KS demo video that too much camera movements did not work well. We will still have them for some skills (like the goblin shaman's fireball) and the camera does change for kill shots. It's also planned for boss skills and higher levels skills to be a little more cinematic, but I want to keep the pace moving quick for combat.

    16. Creator Timothy Roller on April 17, 2014

      It looks great, particularly for an alpha! Really looking forward to it!

    17. Creator Sean Pace on April 17, 2014

      The game looks great, big fan of the vibrant feel and diverse palette. Curious to how the turn order and character life bars will evolve. I like the idea of bars maybe with 2D illustrations as quick visual reference. In any event glad this game is coming along.

    18. Creator Lewis on April 17, 2014

      This looks really good for an alpha. Congrats! Looking forward to playing it on Wii U!

    19. Creator Edward T. on April 17, 2014

      Hey, Mike. I remember that in the old gameplay video, you mentioned that the camera angle would change when Mithos attacks to give it an immersive feeling. Given that isn't seen here in the video, I suppose it would be safe to assume that the idea was scrapped?

      @Carlos
      Play it on PC and forget 60fps, it'll be running at 120fps if your rig is capable enough.

      It's just an alpha footage. You shouldn't worry about its performance this early.

    20. Creator Carlos S. on April 17, 2014

      Quick question: the game looks to be running sub-30fps. Can you confirm? Any chances to get it up to 60fps?

    21. Creator Timeraider - Teller of Celestian Tales on April 17, 2014

      Amazing, cant wait till some more skills get added.

      btw, hats off to the animator, hes doing some really amazing job, really

    22. Creator Krypto Konon TehHedgehog on April 17, 2014

      Everything looks nice, just wish we'd be able to choose the Mithos/Elise Design we want like before the game begins :p

    23. Creator JusticeBolt on April 17, 2014

      Wow! Good work, it look awesome. I can't wait to play this game.
      I hope you take your time with the game and not rushing it. I don't care if it take more time.

    24. Creator Michael Connell on April 17, 2014

      Looks awesome, can't wait to see more :)

    25. Creator DragonForce on April 17, 2014

      I have to say, the game is turning out to be gorgeous and I'm really happy to see the level of polish you were able to put in a single area :) The combat enginge looks fast, which is a great thing considering how important speed is for turn based battles, and the transitions seem to be lightning quick, too. Keep up the good work Mike, I'm happy to have pledged for the Collector's Edition!

    26. Creator Anthony Hanson on April 17, 2014

      Great job! The art style looks like it coming along excellently, and I'm really excited to see what you've come up with so far! Keep up the awesome work, and thank you for the update!

    27. Creator Jehren on April 17, 2014

      This is looking really great!