Sorcery Tempest—a Japanese SRPG x Board Game x Visual Novel (Canceled)
Help us localize this grim roleplaying game from Japanese doujin developer MUYM.
Sorcery Tempest—a Japanese SRPG x Board Game x Visual Novel (Canceled)
Help us localize this grim roleplaying game from Japanese doujin developer MUYM.
Sorcery Tempest is a strategy-roleplaying game from Japanese developer MUYM that harkens back to the golden era of SRPGs, taking gameplay, narrative, and tonal influence from the likes of Final Fantasy Tactics, Tactics Ogre, and even Vagrant Story. Sorcery Tempest incorporates elements of board games as well as visual novels to offer its players a unique and exciting blend of combat, story, and character/party customization. It was originally released in Japan on December 24, 2017 and is now being localized for the West by LionWing Publishing, but we need your help to do it!
- Nearly 10 characters to recruit for your party.
- 40 monsters to tame and take into battle.
- Classic turn-based strategy combat with unique board game-like elements.
- The ability to customize your characters'stats to create the perfect team.
- Over 50 weapons to synthesize with which to cut down your foes.
- Over 100 spells to learn, 200 pieces of gear to equip, and 300 skills to employ.
- 100 sub-events and side-quests to uncover that detail the game's dark universe.
- Choices that affect the world and people around you.
- 30 hours of gameplay spanning a script of a quarter of a million written Japanese characters.
After being dispatched to investigate the death of the dragon that had been wreaking havoc upon the kingdom of Jewel, Jasper Rubeus, a squire apprentice in the Order of the Royal Knighthood, and his accompanying comrades find a mysterious girl lying unconscious at the site of the dragon's slaying. Upon taking the girl back to the nearby village of Routh, she reveals to the party that her name is Seraphina, and it was she and her comrades who slayed the dragon. It is there in Routh that Jasper encounters a fellow knight from the Order with a sinister reputation; a man named Raswald who seeks for himself the "hero" that felled the massive wyvern.
After trying to hide Seraphina from this devious knight—as it is she who is the "hero" of whom Raswald speaks—she is eventually found and subsequently taken hostage by the man. In return, Jasper and his allies give chase across the kingdom of Jewel unaware that they are about to be swept up in a plot that threatens the very balance of the world itself.
Below are the characters that join the player's party and the ones around which the story revolves.
Jasper – A squire knight apprenticed under Lord Morion Nozean, Jasper has dreamt of knighthood ever since being saved by an armor-clad nobleman as a child. Kind, diligent, but occasionally hot-headed, he’s recently returned to his hometown of Routh to investigate concerning disturbances in the area.
Alumina – The longtime friend of Jasper’s, Alumina has been somewhat sheltered throughout her life but does have a curiosity for the fantastic. Because of the length of their friendship, the dynamic between Alumina and Jasper often mimics that of a brother-sister relationship. Although naive at times, she demonstrates competence in social situations, however she has a horrible tendency to openly disparage people in conversation.
Silica – A mercenary hired by the village of Routh, Silica is a brash and often times carefree soldier-type individual. She's not one to back down from a fight and can hold her own when the metal starts flying. She ran away at an early age, eventually pursuing mercenary life.
Seraphina – Found unconscious at the grounds of the battle that took place with the infamous dragon just outside of Routh, Seraphina is often curt but always formal. She is practical in her thinking and to the point in her communication. She routinely refers to herself as having been “created," though the party is unsure why.
Morion – Jasper's mentor and teacher, Morion retired from the Order of the Royal Knighthood after having earned a host of military accolades. He exudes experience and confidence, but has been deeply perturbed by the corruption that has infiltrated the Order's ranks as of late.
Rutile – A half-beast with a dark past, Rutile is both boisterous and unafraid to tell it straight. Due to her vastly different culture and background, she rounds out the group with experiences and abilities not otherwise shared with her fellow party members.
Swain – Leader of the Dawn of Lithos, Swain comes across as roguish and stoic but also has a charming side to him. He likens himself a revolutionary, with the Dawn of Lithos being an organization that fights for equality.
Recruitable Monsters – Players can tame and utilize in battle creatures they find in the field. These monsters come with their own skills and attributes and can be powerhouses when deployed effectively. Above is a small sample of some of these beasts.
The gameplay loop of Sorcery Tempest is one that fans of classic SRPGs such as Final Fantasy Tactics and older Fire Emblem titles will immediately recognize. Gameplay is effectively broken up into three segments: story, exploration, and combat. The story of Sorcery Tempest unfolds through visual novel-like talking segments that occur before, after, and between battles. Also between battles is the ability for the player to explore the town they're in by clicking on the various locations of that particular area. While in towns, players may choose to synthesize weapons, purchase and sell gear and items, visit the local bar to catch up on the happenings in the area, and take on side-quests from the Mercenary's Guild.
Combat, however, is the meat of Sorcery Tempest's experience. It features a unique combat layout via its distinctive "combat grid." The combat grid is a two-sided battlefield made up of hex-shaped spaces which the player and enemy occupy. Each of the hex spaces are marked with a number (from 1 to 20) with two special spaces on each side marked "Even" and "Odd." Players take five characters into battle with them and deploy them on their side of the combat grid at the start of the encounter. Each playable character and monster in the game comes with its own distinct stats, attributes, and skills. Fielding a party of fighters who have good synergy is essential in toppling Sorcery Tempest's many challenging enemies.
When placing characters on the combat grid at the start of battle, players will need to be strategic with which hexes their characters are placed. This is because, if a player's unit is on a hex with a number that matches that of the hex an enemy unit occupies, they are able to both attack that foe but also be attacked by that same foe. The aforementioned Even and Odd hexes are able to attack any opposing unit that is on an even-numbered hex or an odd-numbered hex accordingly (but can also be attacked in just the same way), so planning out your moves and attacks are important.
On each turn, a character may choose from a host of actions such as attack, move, use magic, guard, or pass. Knowing when to attack, and with which kind of attack–be it a skill, magic, or regular attack–and when to perhaps defend of pass is part of the proverbial puzzle.
In the below capture, we have four key domains to keep track of. Here is a quick explanation of each of those domains. The numbers below correspond to the numeric values in the screenshot.
- 1) The action buttons that can be selected by the unit.
- 2) The unit's HP and MP.
- 3) Information on the selected unit.
- 4) The list of units participating in the battle, the order of actions, and the time until action is possible.
Having a firm grasp on the game's UI will come in handy when the going gets tough. And it will get tough, as players are often outnumbered in Sorcery Tempest. Making sound tactical decisions is part of overcoming the game's combat obstacles. Of course, being prepared for these encounters is part of succeeding as well, which means that outfitting your party members with the appropriate gear is critical.
While there are the standard armaments available to players, Sorcery Tempest also employs powerful magical items called "arcanglavs." Arcanglavs can be crafted in town from items found in battle. Arcanglavs are just one way to outfit your party. The game offers a host of skills to learn and weapons to equip. Each character possesses their own skills, as do the monsters that players can use in combat, so familiarizing yourself with what each fighter's strengths and limitations are is part of the fun!
A significant portion of Sorcery Tempest is spent in towns between your travels. While in town, players are free to explore the area via a command menu. Towns offer a variety of activities from visiting the local tavern to repairing damaged weapons to taking quests from the Mercenary's Guild. Thus, it's during these exploration segments that players can do as they please and learn more about the world of the game through interacting with the game's various NPCs as well as other party members.
Interactions in Sorcery Tempest unfold via traditional visual novel-like talking scenes. While the game isn't as text-heavy as a visual novel, there's a rich story that develops over the course of the adventure. This story plays host to dramatic moments and opportunities for character development. As seen at the end of the clip above, the game also presents the player with numerous choices throughout the game. These choices can have both small and large consequences, so weighing your options is a vital part of the experience.
We have uploaded a few tracks from the game's OST so that folks can listen to the varied and beautiful music of Sorcery Tempest.
We have included a number of screenshots that show off both the Japanese version of the game as well as our progress with the English version.
Should we met and exceed our base funding goal, we have some fun stretch goals in mind. As we get close to unlocking one, we will post the stretch goal that succeeds the one we're closing in on.
Stretch Goal 1: $6,000 - Create and implement an additional story scenario.
Stretch Goal 2: $7,000 - Create and implement a second story scenario.
Stretch Goal 3: $10,500 - Create and implement a minigame card game similar to Final Fantasy VIII's Triple Triad.
We're utilizing Kickstarter for Sorcery Tempest's localization because quite frankly the game's pretty massive and localization is expensive. SRPGs are often the visual novels of RPGs due to how many talking segments there are. For Sorcery Tempest in specific, the game not only has countless talking segments, it also contains hundreds upon hundreds of items, gear, skills, magic, and monsters, all of which need to be translated, edited, and proofed. (When everything is totaled up, the game comes out to be around 240,000 written Japanese characters.) On top of that of course, there's QA to be done for bugs and other programming issues. So, localizing Sorcery Tempest is not only a sizable undertaking, but it's an expensive one as well.
Thus far, we've translated a decent little chunk of the game as a show of good-faith to backers. That translation was funded entirely out of LionWing's owner's pocket. However, funding the entire project privately just isn't a reality, not with the remaining translation work, editing work, and aforesaid QA that needs to be done. And so here we are, asking for your help. Without your support, Sorcery Tempest's localization simply won't be able to happen. We need you. We also want to be able to offer neat (and exclusive) physical rewards for our backers. These expenses are included in the base funding goal.
Should the campaign be successfully funded, we're aiming for a July 2020 launch. We believe that 9 months will give us time to translate, edit, and QA the game sufficiently. As for additional content achieved through stretch goals, those will be released after the game goes live. We're doing this to ensure that we hit our projected release date.
Below you will find a breakdown of all the expenses associated with Sorcery Tempest's localization.
- Kickstarter Fees: 10%
- Physical Goods: 28%
- Localization: 62%
Sorcery Tempest includes several backer tiers. Here each of them are in graphical form. (Do note that these designs are not final and are subject to change.)
MUYM is a Japanese doujin design circle who have been developing games since the mid-2000s. They have released a variety of titles including two digital board games, a visual novel, a manga, and Sorcery Tempest. The studio's founder, Morihiro Tatsuya, is not only the principle creator and scenario writer for all of MUYM's works but has also worked in the visual novel industry with Kiss Bell being his most notable game. He has expressed immense excitement about Sorcery Tempest's localization and has pledged his full support to the project.
LionWing Publishing is an upstart localization and publishing company focused on bringing Japanese doujin games to the West. Our first project was an anime-themed board game which we successfully crowdfunded last year. Furthermore, we released our first PC game this past June. As lifelong JRPG fans though, we are now venturing into the world of roleplaying games and couldn't be more excited about it. Prior to LionWing's formation, the company's founder, Bradly, and Sorcery Tempest's primary translator, Marik, worked on various visual novels and RPGs (some they even worked on together) including Clannad, Clannad Side Stories, Tenshin Ranman: Lucky or Unlucky?!, Grand Fantasia, and Aura Kingdom to name a few. They are bringing their years of experience to Sorcery Tempest in order to make it the best localized product it can be.
Risks and challenges
This is LionWing's second Kickstarter. Our first one was last year for a Japanese anime-themed board game called "Sainome Colosseum R". We ended up taking in close to 180% of our funding goal and learned a lot from that campaign that we hope to apply here. Furthermore, we released our first Steam/itch.io game this past June (a Japanese shmup called "Horgihugh"), which was a great way to get our feet wet with video games publishing. We will also be applying the lessons learned there, here.
That being said, prior to LionWing's formation, we worked almost exclusively in the video games localization industry. As such, we've worked on numerous (and large) titles before, such as "Clannad," and because of that, we are well aware of the risks that accompany such endeavors. Drafting a timeline and then achieving the key milestones on that timeline are, of course, the most significant challenges when working on a project like this. Moreover, having been a part of localization teams in the past at various levels (translation & editing, project management & production, quality assurance), we've had the unique opportunity to observe what does and does not work. As a result of this experience, we have constructed a timetable for "Sorcery Tempest" that we believe is reasonable.
Additionally, we have padded our delivery date with a few extra months as well, which theoretically will grant us the ability to adapt to any problems that should arise along the way. It also helps that we've run a successful Kickstarter before—a campaign in which we presented all of our deliverables on time and to standard—so we understand the gravity and responsibility that comes with promising customers a product by a certain date. "Follow-through" and "reliability" are qualities that we hold in the highest regard.
Of course, when working on any project, but especially when doing so on one as sizable as an SRPG, unexpected issues are bound to crop up. One can only plan for so many eventualities, after all, as Murphy's Law is a real thing. There is almost an endless amount of possible complications that could occur. Rest assured though that we are motivated and have the resources to deal with these snags efficiently and effectively. Should some kind of situation like this occur, we will be communicative and transparent about the issue at hand and provide you with a solution on how we plan to handle the matter.Learn about accountability on Kickstarter
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