Capture and train spirits in an open world and battle against other shamans to save the world with customizable special attacks.
Capture and train spirits in an open world and battle against other shamans to save the world with customizable special attacks. Read more
[Eine deutsche Version der Spielbeschreibung, sowie eine Demo Version des Spiels findet ihr auf unserer Website]
You can download a demo for this game at our Website!
- The player is able to obtain, train and control up to eighty different types of spirits. Each of them with their own abilities and affinities and each of them with a power form they can evolve into once they are properly trained.
- Create your own custom main character.
- Battles take place on a 3×6 grid. Both sides control one spirit at a time and move it around their 3×3 side of the battle field at the same time. They can use attacks or switch with another spirit (each side can have a team of up to three spirits) to try and defeat their opponent.
- Spirits and attacks can be customized through the orb system, which will allow for a wider variety of possible attacks and combos.
- Each spirit can use up to four attacks. Three of them can be switched as wanted and one of them will be a usually very weak base attack that is unique – but not very impressive – for each type of spirit and can’t be switched out.
- As soon as a spirit evolves, their unique attack will evolve with them and become more powerful. It is always possible to bring spirits back to their original form in exchange for additional experience. After that they need some more training until they reach their power form again. This process can be repeated as much as the player wants. Certain attack and spirit orbs can only be used by spirits that are in their power form.
- The game features an open world with a main story line that gives the player direction but doesn’t confine him to a certain path. Of course some areas have stronger spirits than others, but at least in theory it’s possible for very skilled players to beat much tougher opponents regardless of the own spirits experience.
- It's possible to completely customize attacks to your liking.
In Shaman Story, battles are fought in a 3×6 battle area. Half of that field belongs to each player. You can freely move your active spirit around on your side of the area to try to avoid enemy attacks or get your spirit in the right place for your own next attack.
Even though each player always only controls one spirit at once, they can switch around between the spirits in their team (which may consist of up to 3 spirits) as much as they’d like.
Every spirit has between one and four attacks. Each attack will use their own cooldown timer and have their own effect. There is also a general cooldown after each action in battle. If you chain multiple attacks together, that general cooldown will increase, giving your opponent a little breathing space.
Outside of battles you can customize your spirits attacks to your liking by using the orb system. This will strengthen them and sometimes even modify their effect. Each attack and each spirit belong to one of eleven elements, which will give them advantages and disadvantages against other spirits and attacks.
Spirits aren’t alive. That means, they are not able to train their body. Instead, they increase their experience in battle.
Or to be more specific: Every spirit has an active and a passive capacity, that will increase (slowly) by defeating opponents.
The player will obtain a lot of orbs during his adventure. These orbs are either spirit orbs or attack orbs. Every orb also has a complexity.
A spirit can use as many different orbs as the player wants, as long as their combined complexity does not exceed the spirits passive capacity. Orbs can always be taken out of a certain spirit and reassigned.
Attack orbs can be put into attacks. Attacks have a capacity too (just a passive one though), which will increase by frequently using the attack. Not only can attack orbs increase damage, range, speed, etc., but they might even change the attacks effects (for example with the right orb a basic shot might heal the user by a small percentage of the output damage).
As already mentioned in the spirit section, a spirit can have up to three attacks besides its base attack. Each of those attacks has a base complexity, which – combined with the complexity of all included attack orbs – makes the total complexity of that attack. The active capacity of the spirit decides how powerful an attack can be if the spirit is supposed to use it.
There are spirit and attack orbs that are especially strong and can only be used by evolved spirits. This means, if you devolve a spirit, it will lose all those orbs and any attack with those orbs. Of course attacks and orbs never get lost. They simply go into your inventory, so you can reassign them.
Spirits are what the whole game is about. Players can bond with them and train them. With enough training, they can even evolve into a second, more powerful form.
They don’t have a level. Instead, they have an active and passive capacity that will increase (slowly) through winning battles.
Attributes are not increase automatically either. Instead players have to use the orb system (see orb system).
Each spirit type has it’s own base attack. It doesn’t do a whole lot of damage, but you can use it repeatedly in very short intervals. The base attack is the only attack that can’t be customized. It will get stronger with the spirit though. If the spirit evolves, so does its base attack.
An evolved spirit can be devolved back into its first form to give a little boost to active and passive capacities. But after that it will take a while, until it will evolve again.
Certain orbs (the very strong ones) can only be used by spirits in their evolved forms.
Each spirit can learn up to three additional attacks. The orb system page explains how exactly those work. The more you use an attack, the stronger it will potentially become.
Those attacks are not spirit bound. That means, you can always take them away from one spirit and give them to another spirit.
There are 11 elements: Fire, Water, Earth, Air, Ice, Lightning, Nature, Dark, Light, Object and Chaos.
- 35.000 €: 8 additional spirits + local (= at the same pc) multiplayer battles + online trading of spirits, orbs and attacks
- 50.000 €: 4 additional spirits + Custom Housing. You will be able to obtain and decorate multiple homes around the game world
- 75.000 €: 4 additional spirits + World Editor. Allows you to create your own adventures
- 100.000 €: 12 additional spirits + Online Multiplayer Battles
Risks and challenges
Creating a video game is a big process and getting people to believe you can do that is almost as difficult. That's why we created a demo version for this campaign that already shows off a couple of features of the game. You can download it on our website.
We also bring a couple of years of professional software developement experience with us, as well as a lifetime of amateur project experience.
Shaman Story is not going to be an easy game and that's something that not everyone appreciates. It's still something that we feel very strongly about and will not change.
However, given the amount of customizing options for spirits and attacks, getting the difficulty level of the game and the balancing of spirits and attacks right will be a huge process that will take time. We already have a good chunk of time planned for this, but we are more than ready to increase that time to ensure that the game works the way we want it to.
Reaching our kickstarter goal should give us more than enough time to finish Shaman Story.
Life might still throw some unexpected obstacles at us so that we fall behind, but we are fully committed to finishing the game once we start and even if it comes to that (the chances are VERY small) we will find a way (whether it will be through another fund raising campaign or starting off selling in early access or even just by working on it in our free time if nothing else works).
- (29 days)