Siralim Ultimate: Release Roadmap

Transcript

Hey everyone, welcome back to the Thylacine Studios Podcast. In this episode, I want to talk about the roadmap for Siralim Ultimate and how all the different release stages will work. I also want to give you a glimpse of what to expect with the alpha version of the game.

As you probably know by now, we’ll release the game to our alpha backers on August 10. By the way, it’s still not too late to buy alpha access to the game, so if you’re interested, check out the PayPal shop on our website at thylacinestudios.com. Alpha will take place on Steam only, and will start out only available on Windows for the first few weeks. Later on, after the game is more stable, I’ll release it for Mac and Linux as well.

I can’t give you a definite time for when you’ll receive your key – I need to send them to everyone manually, so that makes it difficult to predict when you’ll get to play. I’ll start sending the keys out around 1pm EST on August 10, and I’m hoping it won’t take longer than a couple hours to send them out to everyone. If you purchased alpha access via our PayPal shop, you’ll receive the key at the same e-mail address you used to make your purchase. If you’re a Kickstarter backer, you’ll receive your key through their messaging system.

As for what you should expect in alpha… a lot of bugs and crashes, of course, but I’ll be aggressively patching the game during the first week or so to make sure you don’t hit some horrible roadblock that prevents you from playing. The full focus, especially during the first couple weeks, will be on bug and crash fixes – I won’t be adding any new content or making balance adjustments during this time. In fact, I probably won’t add any content at all during alpha. I don’t know how long alpha will last because it all depends on how smoothly things go and how many issues come up during this time.

Content-wise, alpha includes all the main story quests, along with a healthy amount of end-game content including prophecies, god relics, projects, Nether Stones, and more. All 15 of the original specializations are fully implemented as well. You’re not going to run out of content during the alpha. In fact, there’s already more content than there was in Siralim 3. Don’t forget about fusion, too – I can guarantee that you’ll spend hours upon hours looking at all the different combinations of creatures you can make. One thing the alpha probably won’t include – at least not at the start – is a tutorial system. In Siralim 3, there were a bunch of popups that would explain game mechanics to you, and those aren’t implemented yet in Siralim Ultimate. There isn’t a libary system yet either. It’s not ideal, but I don’t think any of the game’s mechanics are that incredibly complex that you won’t be able to figure anything out, so I’m not really worried about that.

Once the game is stable, we’ll move toward the beta phase. Your alpha keys will still work during beta, and I’ll send out keys to all the beta backers during this time as well. During beta, I’ll focus on quality of life improvements, balance adjustments, and some content. The goal of beta is to make the game feel good to play. This phase will be all about polish. I might add a few new pieces of content as well, such as new specializations.

A few weeks before beta ends, I’ll send out surveys to backers who purchased the right to work with us to design custom content, like creatures, costumes, spells, and things like that. You’ll have plenty of time – at least a few weeks – to submit your answers, and by this point you’ll have been able to play the game for at least a couple months so you should have a good idea about what you want me to add to the game by then. Most content will have a deadline for your submissions, but some of the larger-scale pieces of content such as specializations and custom realms will be more flexible since that will require a lot more back-and-forth communication with me.

Next, we’ll enter Early Access – again, only on Steam. During this time, we’ll have a lot of new players trying out the game, many of whom have never played a Siralim game before, so it’ll be interesting to get a fresh perspective on the gameplay. I’ll continue adding new content during this time. My hope is that all the promised backer content and stretch goals will be implemented during Early Access aside from a few features. I know the roguelike mode won’t happen during Early Access – that’ll come after launch. I’m pretty sure everything else will be added in Early Access, though.

After the game leaves Early Access, I’ll start working on the roguelike mode, the mobile ports, and finally I’ll work on the console ports. I have absolutely no idea when any of those things will be finished – it’s impossible to even guess a quarter in 2021 right now, but I’ll keep you updated. At no point during development do I plan to wipe your save files. There might be a bug or crash or something that wipes them out, but that’s the only way you’ll lose your progress.

I’m really excited for you all to finally test out the game. I’ve been playing through the story quests to make sure there aren’t any massive bugs or crashes, and I’m so happy with how the game feels already. During these final few weeks prior to our alpha launch, I probably won’t release any more podcast episodes so that I can dedicate all my time toward the release. After the alpha is stabilized though, you’ll definitely hear from me again. In the meantime, keep an eye on our Twitter, Facebook, subreddit, Discord, website, or forums for updates. That’s it for this episode, and I’ll see you guys next time!

Siralim Ultimate: Online Features Revised

Transcript

Hey everyone, welcome back to the Thylacine Studios Podcast. In this episode, I want to talk about some of the online features in Siralim Ultimate and how I’ve decided to change the way they work based on player feedback.

When I started working on Siralim Ultimate, I envisioned a game that would be ever-changing. The idea was for there to be so many moving parts in the game that you could play it non-stop and never run out of things to do because there would always be some new event to keep you occupied. I still like that idea and plan to move forward with it, but some of the features that I planned to have online components have turned out to not be so great. I feel like I was forcing online functionality into features that didn’t really need them. So, I want to talk about what those features are and how I plan to change them in Siralim Ultimate.

First, you might remember that I revealed “World Bosses” a couple months ago. These were supposed to be giant bosses that would spawn on a timer. The timer would be contained on a server, so every single person playing the game would have their game invaded by the same World Boss at the same time. Then, players would all find the World Boss and defeat it which would help to fend off this “invasion”. After the World Boss was defeated by enough players, everyone who participated would receive a reward.

In the end, I don’t think the online functionality for World Bosses really needs to exist. I don’t want players to be at the mercy of the game deciding when you can fight a boss. And, imagine if you happen to be asleep or at work or school while a certain World Boss spawns, and by the time you’re able to play the game, it’s gone. That would feel pretty bad. So, I’ve decided to remove all online components from World Bosses.

I haven’t designed the specifics about how you’ll encounter them yet, but World Bosses will still be huge creatures that you’ll fight that have unique mechanics associated with them. These bosses take up all 6 creature slots for the enemy, and each slot contains a different body part. That might sound kind of weird, so I’ll give you an example. Hydranox is one of the World Bosses you’ll encounter in Siralim Ultimate. It’s a giant hydra that is so large that it takes up the entire battlefield, so it doesn’t have room for allies or anything like that. It’ll start with 5 heads, one for each slot, plus a body which consumes the remaining slot. The body is immune to damage and buffs the heads, and increases their stats and provides support for it. When you kill a head, two more spawn in its place which means they can now attack, cast spells, and employ all other effects two times. When you kill those two heads, three new ones will spawn. And when you finally kill those three heads, no more will spawn. Since there are 5 head slots and each one can have up to 3 heads, you might be fighting 15 heads at once if you carelessly mow them all down at once with area-of-effect spells. So, the optimal strategy for fighting this boss is to tackle one “head slot” at a time.

I feel like I rambled on a bit too much there, so if you’re still confused, don’t worry about it – the mechanics of how each fight works will be better-explained in-game. Anyway, some of the rewards you’ll earn from World Bosses include exclusive spell gem recipes (5 will be available from each boss), exclusive trait materials for your artifacts, cosmetics, and much more.

So, that’s how I’m thinking World Bosses will work now. No more online functionality – and I think this feature will be better off for it.

Next, I want to talk about Tavern Brawls. A while back, I asked everyone to fill out a survey regarding Tavern Brawls. The survey was very short and simply asked players how much they enjoy Tavern Brawls as they are in Siralim 3. Over 700 people replied to the survey, and your feedback is pretty clear: most people hate them. And those of you who don’t outright hate them simply don’t care about them one way or another. In total, less than 10% of players said they like this feature. Unfortunately, Tavern Brawls are also one of the most obnoxious things for me to handle from a coding perspective, and there are so many little bugs associated with them even in Siralim 3 that I feel like it’s all held together with bandaids and chewing gum at this point. So, it’s impossible for me to justify spending so much time on a feature that the majority of players dislike. I have a really cool idea in mind that will replace Tavern Brawls – it won’t feature PvP elements at all, but I think you’ll like it. It’s still a little too early to announce the specifics about this yet, but I’m extremely confident that most of you will enjoy what I have in mind. I recognize that some of you really enjoyed Tavern Brawls, and I’m sorry that this feature won’t make its way to Siralim Ultimate. It was a nice experiment, but it just proved that any form of PvP in the Siralim games is a bad idea. I won’t even get into all the flaws with Tavern Brawls right now because that’s not the point of this episode, but it’s something I’ll take a deep dive into at some point because I think it’s a pretty interesting topic to explore from a game design perspective.

Lastly, let’s talk about Siralim Ultimate’s Event Calendar. For those of you who don’t know (or simply forgot), there will be an in-game calendar that is tied to real-world time. It lists all the events that will happen in the game. Siralim 3 had a lot of events that rewarded exclusive creatures, materials, cosmetics, and more. These events were very well-received, but I didn’t like the fact that there was no way for players to see when an event would happen. A lot of people would check Facebook or Twitter several days after an event ended only to find out that they missed out on a wardrobe costume, and that’s a big problem to me. So, in Siralim Ultimate, there will be a calendar that will tell you when an event is coming up. I’m even planning to add optional push notifications to the mobile version of the game so that you can opt-in to reminders about events on your phone.

Anyway, so far, I’ve repeated what you already know about the calendar. The big change I’m planning for this, however, is that I don’t want to tie any exclusive creatures to events anymore. In Siralim 3, there were 4 major holiday events that offered 5 or 6 exclusive creatures. It was fun, but again, it felt so bad to miss out on those creatures. So, for all events in Siralim Ultimate (including the holiday ones like Halloween), rewards will mostly be cosmetic in nature: creature skins, decorations, things like that. There also might be a few exclusive trait materials for you to acquire because I don’t think that’s as punishing as missing out on a creature, but I’m hesitant to even do that. I think time-based rewards should all be cosmetic. And, I know I’ve mentioned this before, but I also have an idea in mind to allow players to manipulate the calendar in case they missed out on an event – but I’m still not ready to announce specifics on that.

So, that’s pretty much all I have to say about online functionality in Siralim Ultimate. I think these changes will make for a much better experience for everyone. Whether you agree or disagree, I want to hear your thoughts about it. The game isn’t even in alpha testing yet, so there’s obviously plenty of time to iterate on things like this to make it as player-friendly as possible. Thanks for listening (or reading!), and I’ll see you guys next time.

Siralim Ultimate: Prophecies & Reliquary

 

Transcript

Hey everyone, welcome back to the Thylacine Studios Podcast. In this episode, I’m going to reveal a new feature in Siralim Ultimate called the Reliquary, and I’ll also reveal how Prophecies work in this game compared to the older ones.

First, let’s start with Prophecies. For those of you who are new to the Siralim series, Prophecies are infinite, repeatable quests that players can continue to partake in after you clear the game’s main storyline.

Prophecies are a little different in Siralim Ultimate, however. After you finish all the story quests, you’ll receive your first Rune of Prophecies. You can think of this rune as a large tablet that consists of a 5×5 grid of icons – so there are 25 icons in total. In fact, you can think of it as a sort of Bingo card. Each icon denotes a different quest or task for players to complete. One task might be for you to kill 500 Death creatures, while another task might be a little more complex – maybe you’ll need to win a few arena matches. Some tasks are more difficult than others.

When you complete a task, the icon on your Rune of Prophecies will be marked off to show you finished it. When you complete at least one row of tasks, you can turn in this rune for rewards. However, you can continue to complete additional tasks on the Rune of Prophecies before you turn it in. The more rows of tasks you complete before you turn it in, the greater your rewards. So, in other words, this gives players an interesting choice: you can either rush through only the tasks you want to do and then turn in the Rune of Prophecies, or you can complete additional ones to multiply your rewards. The icons on the Rune of Prophecies are placed at random, so some task sets might be more appealing to you than others. Oh, and just to clarify, when I say a “row of tasks”, that row can be horizontal, vertical, or diagonal.

The idea behind this new system is to give players total control over how they interact with other end-game content. Many players disliked the Prophecy system in Siralim 3 that required you to complete a Tavern Brawl, so my hope is that this new Prophecies system will allow players to skip tasks they don’t want to partake in. On that note, there isn’t actually a Prophecy that requires you to complete a Tavern Brawl in Siralim Ultimate.

Next, I’m going to talk about the Reliquary which is how players will enhance their Relics of the Gods. But, the way relics work has changed so much since I first revealed them several months ago that I’m just going to kind of re-reveal them all over again. So, let’s get started.

There will be a relic for each god in the game. Each relic consists of 10 perks that you can unlock as you level up that relic. In order for a creature to make use of these perks, you must attune the relic to that creature. In order to level up a relic, you must spend a new type of currency on it called Piety, which is rewarded from completing Prophecies. As your relic’s level increases, you’ll unlock new relic perks. In addition, that relic will grant 1% of a certain stat to the creature that has that relic attuned.

For example, one relic is called Arbiter, Holy Blade of Surathli. Obviously, this is Surathli’s relic. It’ll start at level 1 with a basic perk that gives the attuned creature the Shell buff at the start of battle. At level 1, it will also increase the attuned creature’s Maximum Health by 1%. After you level up this relic to 10, you’ll unlock an additional perk that grants the bearer 100% additional healing from all sources. In addition, it will increase the attuned creature’s Maximum Health by 10% – so in other words, each relic level grants a 1% increase to a certain stat. You can continue to level up a relic indefinitely to gain more stats, but you’ll stop unlocking new perks for that relic at level 100.

Now that you know how relics work, let’s talk about the Reliquary. The Reliquary is a utility decoration that can be placed in your castle. This decoration will be used to manipulate your relics. Everything you do at the Reliquary costs Piety – again, that comes from completing Prophecies. You can buy new relics at the Reliquary, level up your relics, and attune them to your creatures. On a side note, multiple creatures can have the same relic attuned at the same time.

You can also spend Piety on upgrades for the Reliquary itself. The most obvious upgrade you’ll probably be interested in is called Synergies, which allows your relic to grant some of its stat bonuses to all of your creatures – not just the one that has it equipped. Some other upgrades include additional damage dealt by your relics, increased healing, and things like that. Why would you want to upgrade your relics’ damage, you ask? Because as your relics level up, they’ll start to take on lives of their own and fight for you in battle. Going back to the example of Surathli’s “Arbiter” relic, after it reaches level 100, it’ll cast Holy Explosion at the end of the attuned creature’s turn.

Needless to say, relics will allow your team to grow quite powerful, and these are the primary way for players to enjoy infinite progression. I hope you all like what you heard here today. That’s it for this episode, and I’ll see you guys next time!

 

Siralim Ultimate: Nether Stones

Transcript

Hey guys, this is Zack from Thylacine Studios. In today’s episode, I want to reveal some more details about one of our Kickstarter goals: Nether Stones. Nether Stones are a brand new type of item coming to Siralim Ultimate.

Before I get started, for those of you are new to the series, I’ll start with a quick explanation about how Artifacts work since they’re closely related to Nether Stones. In short, an Artifact is an item that can be equipped to a creature in order to make that creature more powerful. Artifacts can increase a creature’s stats, as well as give them all kinds of other interesting bonuses. For example, Artifacts can increase the number of Spell Gems that a creature can equip, or give that creature a chance to afflict an enemy with a debuff when it deals damage. Some more interesting Artifact effects include the ability for a creature to automatically cast spells at certain times during battle, or even to gain powerful traits, which are passive effects that change the way you’ll approach battles.

In previous Siralim games, there were two ways to acquire Artifacts: you could either find them in treasure chests and other sources of loot, or you could craft and upgrade them. Unfortunately, since there are so many possible properties that an Artifact can have, finding a good Artifact in treasure chests was practically impossible. In other words, the only realistic way to find a decent Artifact was to craft one. This meant that players ended up with a bunch of useless Artifacts in their inventories that they’d never use. This created a lot of issues for players after they amassed hundreds of these useless Artifacts, and some players even hoarded thousands of Artifacts which caused some performance issues to occur with the game.

In Siralim Ultimate, you’ll only craft your Artifacts and you can no longer find them from loot sources. This is great news because it solves the problems I mentioned earlier. However, this also takes away a huge element of randomly generated loot, and honestly, treasure chests just weren’t that exciting to open anymore. Nether Stones solve this problem, and I’m going to spend the rest of this episode talking about how they work.

Nether Stones are extremely rare items. You’ll probably find one every 10 to 20 realms. They’re so rare that I’ve added a pity timer to them so that each time you open a treasure chest or find loot in some other way, your chance to find a Nether Stone will increase slightly until you finally find one. That way, you won’t go through a horrible dry period where you don’t find any for an extremely long time.

Nether Stones can have all the same properties as an Artifact: they can boost a creature’s stats, add various procs and effects to their attacks and spells, grant them new traits, and even give them the ability to cast spells automatically at certain times. Each property has a certain rarity, so you’ll most commonly find simple Nether Stones that boost your creatures’ stats, while rarer Nether Stones will grant traits and more complex effects. You can socket a maximum of one Nether Stone into each of your Artifacts. My hope is that the extremely rare Nether Stones will be so powerful that you might re-think your entire party composition and build your team around one of these items.

If you’re familiar with games like Diablo, Path of Exile, and Grim Dawn, Nether Stones are meant to act like the loot found in those games. Even though they’re extremely rare, knowing that you have a chance to find one each time you open a treasure chest is sure to make your dungeon crawling experience even more fun than before.

In order to help players understand how rare their Nether Stones are, the user interface will display a numerical value called “Rarity”. The higher the number, the rarer that Nether Stone is. So, if you find a Nether Stone with 10 Rarity, it probably only has one property and that property is probably something basic like a boost to Attack. If you find a Nether Stone with, say, 500 Rarity, that probably means the Nether Stone grants a creature a new trait (or even two, or three!) or gives them access to a new spell.

I recognize that some people might dislike the completely random nature of Nether Stones – after all, there’s no way to add, remove, or modify a Nether Stone’s properties and there never will be – but the fact is that a huge chunk of our playerbase (myself included) enjoys a never-ending loot hunt, and Nether Stones should be exactly what we’re looking for. Nether Stones are by no means required to progress in the game – think of them as a nice bonus to make your team more powerful.

Earlier, I mentioned that I didn’t like how Artifacts cluttered players’ inventories in previous Siralim games – so what makes Nether Stones different in that regard? Well, your Nether Stones will all have an “Age” component associated with them. Obviously, the Nether Stones you’ve recently found have a “younger” age than those you’ve had in your inventory for a long time. After you have too many Nether Stones in your inventory, you’ll receive a warning that your oldest Nether Stones will disappear if you acquire any more. This will give you the opportunity to hold on to any Nether Stones you don’t want to be deleted, while also automating the process of decluttering your inventory. You can also lock Nether Stones to prevent them from ever disappearing. The goal of this Age system is simply to prevent players from needing to manage their inventories too much.

I’ve been so excited about Nether Stones that I’ve managed to find some extra time in my schedule this last week to work on implementing them already. In fact, I’m pretty confident that I’ll have them ready for alpha access, so you’ll be able to start hunting for them as soon as you get your hands on Siralim Ultimate in late July!

I can’t tell you how excited I am about Nether Stones. They add an insane amount of extra excitement to the game, and I think even the most hardcore of players will continue to enjoy this system for a long time to come. I hope you enjoyed this episode and are as excited as I am about Nether Stones. That’s all I have for today – see you guys next time!

Introducing the Thylacine Studios Podcast!

I’m excited to announce the start of the Thylacine Studios Podcast! I’ll use this podcast as a platform to introduce information about our games, as well as dive into some general game development topics.

Transcript

Hey everyone, this is Zack from Thylacine Studios, and today I am pleased to announce the start of the Thylacine Studios Podcast.

I’m going to use this podcast for a variety of purposes. Primarily, I’m going to use it to reveal and discuss the games I’m working on – right now, of course, the focus will all be on Siralim Ultimate. I’m also hoping to sprinkle in a few episodes from time to time about general game development. Overall, this podcast will replace the traditional blog posts I’ve been writing on the Thylacine Studios website for the last several years.

I understand that some people might not want to rely on audio to obtain this news and information. For that reason, I will also provide a full transcript with each episode. You can find the transcript on our blog (as you’ve always been able to) at www.thylacinestudios.com.

As far as the schedule of the podcast goes, I don’t really have a specific timeline in mind. One week, I might release several episodes, but then the next week there might be some downtime where I won’t release anything at all. I’ll do my best to announce extended breaks ahead of time, though. Generally speaking, however, I’d love to release at least one new episode per week.

Outside of that, I don’t have much else to discuss in this episode as it is meant to serve as an introductory episode. However, right after this, I’m going to post a full-length episode so that we can get started on this podcast immediately.

In closing, please let me know if you have any suggestions about how I can improve this podcast – anything from the audio to the content itself. I want to use this podcast to serve as my primary form of communication with our community moving forward, so I’m keen to hear your feedback on it to improve it over time. Thanks for listening!

Our Paypal shop is now open for late backers, as well as new add-on content!

Throughout the duration of our Kickstarter campaign, I received a lot of requests from people to offer an alternative way to pay for early access and backer content for Siralim Ultimate. I realize that a lot of countries don’t use credit cards, so many of you were unable to support our Kickstarter.

In order to rectify this issue, I have opened up a shop on our website where you can pledge for any of the Kickstarter tiers, as well as purchase “add-on” content using PayPal.

While all payments are processed through PayPal, you don’t need a PayPal account to make a purchase – you can simply pay with a debit or credit card instead.

http://www.thylacinestudios.com/siralim-ultimate-shop/

Siralim Ultimate: Trailer, Steam Page, and Kickstarter Pre-Launch Page

I have some major announcements to make today!

  1. Our Steam Store Page is now live. Please remember to wishlist the game – it helps us out a lot by improving our visibility on Steam!
  2. Our Kickstarter Pre-launch page is now live as well. Feel free to follow it (or just bookmark it) ahead of its launch on Friday, May 1 at 3pm EDT!
  3. And lastly, I’m pleased to finally show off our Kickstarter pre-alpha gameplay trailer for Siralim Ultimate. Hope you like it!

 

Siralim Ultimate – Dev Blog: Your Very Own Castle

Welcome back! In today’s post, I’m going to show off how decorations work in Siralim Ultimate.

A quick note regarding last week’s dev blog in which I revealed the Monk specialization: several people suggested that I change the perk names so they’re in English, therefore making them less confusing and easier to understand. I agree completely, so I’m going to change those for the game’s release. Thanks for your feedback!

Decorations

There are thousands of decorations for you to unlock. Once you unlock a decoration, you can place as many of them as you want in your castle. In other words, there’s no need to find, say, 6 of the same table if you’d like to have that many in your castle.

Decorations can be acquired from a number of different sources. One of the easiest ways to obtain decorations is by increasing your Favor Rank with the gods. At certain Favor Ranks, you’ll earn the right to purchase god-themed decorations. Each god offers anywhere from 17 to 20 different decorations.

You can also find decorations in treasure chests and as rewards for completing various activities such as the Arena and Tavern Brawls. I’ll give plenty of decorations away during events and holidays as well.

Decoration Mode

In order to start decorating your castle, you’ll need to switch to “Decoration Mode”. This is easily done by opening the main menu and choosing “Decoration Mode” to toggle it on.

While you’re in Decoration Mode, your character can walk through all walls and objects to make it easier for you to travel around the castle. Now that you’re in Decoration Mode, you press Q to open the Decorations Menu.

As you can see, there are a lot of options here. Before I explain the most obvious one (Add Decoration), let me briefly reveal and describe a few of these other options first:

  • You can set the wall, floor, and background styles of your castle. There are dozens of floors, walls, and backgrounds for you to unlock. If you’re wondering what a “background” is, it’s what you normally see as black tiles in the previous Siralim games, as well as in the screenshot below.
  • You can change the music that plays while you’re in your castle. There are tons of songs for you to unlock, including those from previous Siralim games… and maybe even a few surprise songs as well.
  • You can rename your castle. Obviously, it’s called Siralim by default, but you can change it to whatever you want. It’s your own castle, after all.
  • The rest of the options are simply meant to make your life easier. You can increase your movement speed, zoom in/out as needed, and even save/load your favorite castle setups so that you can easily switch to different ones whenever you want. Lastly, you can export your castle layout and share it with other players via copy/paste.

Now, let’s add a new decoration to our castle. If I choose “Add Decoration” from the decorations menu, I’ll next be presented with a list of decoration categories:

Most of these are self-explanatory aside from two:

  1. Floor Tiles are interesting because you can place different floor tiles that you’ve unlocked on top of others. This means that one part of your castle could have Aeolian’s grass floor, while another could have Vulcanar’s magma floor.
  2. Utility/NPCs are decorations that have different functions. Examples include the teleportation shrine, blacksmith, enchanter, fusion station, refinery, and much more. Also, you can place NPCs in your castle and customize their appearance, name, and dialog that is shown when you speak to them.

You can also choose where your character will spawn when you return from a realm, die, or load your save file.

I want to add a banner to one of my walls, so I’ll choose the “Banners” category so that I can see all the banners I’ve unlocked.

While I’m scrolling through the banners, my character will turn into that decoration so I can see what it looks like.

I’m already using Mortem’s floors/walls, so I’ll use one of his banners as well. After I press E, the menu will disappear and I can move the decoration around the castle.

 

Next, I simply press E and the decoration will be placed at that location.

I can also interact with decorations while I’m in Decoration Mode so that I can further edit their properties.

Each decoration is context-sensitive, meaning only options that are relevant to that decoration are displayed. If I had interacted with an NPC, this is where I’d be able to edit its name, dialog, appearance, and much more.


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.