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Aledorn - All News

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June

Aledorn - First Look @ TBL

by Hiddenx, Saturday - June 25, 2022 10:53

The Turn Based Lovers checked out the Aledorn demo:

Aledorn | Single-Player First Person Tactics Turn-Based RPG | Gameplay First Look

https://www.youtube.com/watch?v=hxxkb7Y3Jsg

Spiritual successor to many old school hard-core RPG/Dungeon masterpieces, that combines tactical combat system, exploration in the first person view and intriguing travelling system between main map locations.

Aledorn - New Demo

by Hiddenx, Wednesday - June 15, 2022 11:13

A new demo for Aledorn is available as part of the Steam Next Fest:

We are glad to announce that you can download and play the free demo of Steam Next Fest

June festival. Although the hard work is still in progress and many key aspects of the game are still not final and polished, we decided to share what we have made so far with you. Constructive criticism welcome!

Thanks apscp2005!

Aledorn - Free Demo Preview @ Kordanor

by Hiddenx, Tuesday - June 14, 2022 08:28

Kordanor checked out the new demo of Aledorn, that was released in the context of the Steam Next Fest:

Aledorn - "Old School Hardcore RPG" - Preview (Beta-Demo)

A Preview of Aledorn (Former Dungeons of Aledorn), a Old School RPG and Blobber inspired by Betrayal at Krondor and the newer Might & Magic and Realms of Arkania Titles.

 

March

Aledorn - Steampage launched

by Hiddenx, Tuesday - March 29, 2022 17:45

Aledorn has a Steampage now and is announced for 2022:

Aledorn

Aledorn is an RPG game that brings back several time-tested principles in a mixture of fantasy RPG/Dungeon. It´s primarily made for (and from) hard-core gamers and those who prefer games with high challenge level. As we’ve already mentioned, our game has three basic features. Firstly, in the exploration GUI, you´ll get the chance to experience the world of Aledorn from the first person view in the same way as it was common for many classical dungeon crawlers. This GUI will serve for most of non-combat actions such as exploration, opening of treasure chests, searching for secrets, interaction with NPCs, collecting of herbs etc.

The second GUI will “accompany” you during numerous travels between game’s locations. We´ve decided to avoid the profaned vast generic “open-world filler" creation so that we could invest more time and resources into improvements of the main game locations. This way, we´ll be able to make each of them more unique and unforgettable such as the locations from Baldur’s Gate or Fallout series used to be. Apart from these fixed locations await you countless random encounters and secret areas which add to the player’s feeling of being a part of a rich and living world.

An interesting part of travelling is the management of camping. When your characters need to stop for a while in the open, they may be assigned various actions via the camping management GUI. The results of these actions will strongly affect party members’ statistics, possesions and overall group´s performance. The third (and for us also the most challenging and important) feature of Aledorn is its combat system. Combat GUI combines the isometric view and bird´s eye perspective to offer the maximal battlefield overview. The combat system of Aledorn also strives to get as close to the reality as it´s only possible. We want to avoid unnecessary frustration caused by restrictions of our combat system. We are especially proud of our battlegrounds. There are almost no predetermined battlegrounds for the duels that await our players. Combat GUI will place all party members and enemies at the same spot they were standing at just before the combat commenced. That means, clever maneuvering and decisions in the exploration GUI may put you into advantageous position at the beginning of combat and everything you see during exploration will be present and potentially usable during the fighting.
Apart from that, you may expect all the fun stuff of a classic RPG such as: party creation (with unique races and class selection), complex system of attributes, perks and skills, NPC with branched dialoque options, magic, alchemy, complex quests with multiple solutions and outcomes, detailed inventory management and difficulty settings, that apart from challenge level directly enable/disable many hardcore gameplay features.

Aledorn will be a combination of puzzles, branched dialogue options, tactical turn-based combat, quest-solving and last but not least intriguing and complex RPG-system. We were inspired by several masterpieces of the RPG/dungeon and strategy genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and Fallout series. 

 

June

Aledorn - The Road to the First Chapter

by Hiddenx, Wednesday - June 09, 2021 21:37

Dungeons Of Aledorn is still in development:

The Road to the First Chapter of Aledorn

Greetings and salutations, it has already been over a year since any last update, apologies for that, I found it more reasonable to focus on game development rather than PR, but at least I tried to find time for smaller updates that I post on our Facebook site. Anyway! Time has come to throw you a bigger bone and this time I have really something proper!

A lot has happened in the past ten month, like for example The Plague that impacted many things across the globe, our progress notwithstanding. Unfortunately I had to change jobs (events & entertainment industry has been uneventful and not much fun recently), which meant less time to do game development. We did not stop, no, but we had to rearrange priorities and even while Aledorn stayed on top of the pyramid, there were delays. Nevertheless, we kept pressing forward, as you will see for yourselves.

Among other things we spent a lot of time discussing possible early access, which could help us in two ways – get feedback from the community and secure additional funding. After much back and forth we decided to follow this path, though in a slightly unusual manner.
Aledorn is a massive game (even after we scratched some ideas), so we will divide it into chapters and early access will cover the first one. In total there will be three or four chapters that will be released over time.

Now let’s get to the first chapter. What will it contain, you ask? At this moment we have about 60 locations ready (exteriors, interiors and dungeons) and all of those will be present in it. It will also include all the core features, up to a point. Let me elaborate – I will use magic and skills as the example: Aledorn Chapter One will contain all the basic skills and spells of Basic and Advanced level. Expert and Master level skills and spells will remain locked and will be part of further chapters. Similar to classes, you will not be able to evolve your class in the first chapter. We still believe that Aledorn will be a good well-rounded experience comparable to many standalone games out there. For those who have been around for a bit: Think of Baldur’s Gate I. – your character progress was hard capped on seventh level and it still was a kickass game.

Now let’s get to the merit – what progress we made in the last 12 months? We will start with the usual – level design, which is about 90 per cent finished, at least as Chapter One goes. As mentioned in one of the earlier updates, the capital city – called Lim – is divided into four quarters, three of which have been revealed earlier. The fourth and final one is the Main Boulevard, where some of the most important landmarks can be found – the Castle, Temple, Library and the Warrior’s Guild to name a few. 

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Thanks apscp2006!

July

Dungeons Of Aledorn - Leaving Team 21

by Hiddenx, Sunday - July 07, 2019 14:47

Team 21 and two devs of Dungeons Of Aledorn split up:

Announcement: Leaving Team 21

Greetings backers, friends and fans of Dungeons of Aledorn. I have some sad news. This is the last update I am writing on Kickstater. Me, Ladislav"Nefarit" Štojdl and our chief programmer Martin "Arbiter" Mikš have decided to leave Team21 due to long-term disagreements within the team.

What does it mean for Dungeons of Aledorn?
The biggest one is that the game will not be finished by Team21. The coding and game design are in good shape, but we will need to start over with the graphics, as all the purchased asets will remain in ownership of Team21. This is a is a large setback and will mean time delay. Kickstarter obligations remain with Team21, but if we manage to finish the game with Arbiter and new graphic designer, then we will still honor you, our dear backers. and will provide you with rewards like free game copies.

Due to copyright issues we will be renaming the game from "Dungeons of Aledorn" to just "Aledorn".
 Fortunately the design and story are mine, so we will not have to make any changes there.

We do sincerely apologize to all of you, but it was a necessary step to take, if we wanted to keep moving forward. We are still negotiating and there still is a chance to strike a deal with Team21 that wll allow us to use the assets we purchased with your backing.


 Best regards,
 Nefarit
 Game designer & project lead

 

Thanks henriquejr!

March

Dungeons Of Aledorn - Q1 Development Update

by Myrthos, Friday - March 29, 2019 11:10

There is a new update for Dungeons of Aledorn, the game that is labeled as a hardcore old-school RPG.

  Hello friends, backers and all fans of Dungeons of Aledorn. After long delay, we have some news from development. As usual, there are multiple topics we will cover so get into it.

   While playing, you will have to visit number of interiors.  You will enter taverns, shops or houses of different NPCs. As we wrote in previous blog posts, interiors will be presented as 3D environments where you will not be able to move freely, but there will be interactive objects. You can click on innkeeper to start a conversation or sit down to a table with local gamblers. And (of course) you cut hole in pockets of incautious citizens. In this update we are bringing couple of screenshots of library, which you will visit during your play.

More screens at the link, where also nimated gifs can be found on hexes and animation.

 

October

Dungeons Of Aledorn - Development Update

by Myrthos, Wednesday - October 04, 2017 11:36

Dungeons of Aledorn is still moving towards beta and in their recent update a diagram is shown with what will be part of the beta and what not, next to an update to the status of development.

We are beginning with introduction of new location, a temple located in caves. Players will be led to this location by main storyline, but we don’t want to say too much and spoil your surprise. Whether it’s only first version of this temple, and we will work on in in the future, we think, that it’s worth of sharing.

...

Next topics is focused on herbs (ingredients for alchemy). In Dungeons of Aledorn, there is several biom types a in each of them, there can be differnt kinds of herbs. We have three levels of herb rarity: common, uncommon and rare. Common and uncommon will be randomly generated into predefined zones. Sometimes you can spot even rare one, but amout of them is strictly limited. Reason of that is to lower amount of grinding, because rare herbs are pretty useful and valuable, and they have huge impact. So in real game, it will work like this: location has 10 zones, where herbs can appear, random amount of common and uncommon herbs and precise number of rare hers will be generated in those zones. How it looks form designers point of view is shown in video below.

...

And what content you should expect in beta? You can experience exploration of several dungeons and some exterior fights. You can visit few towns, loads of interiors, working skills and leveling system. Then you can try simplified camping system and we have bunch of quests prepared as well.

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April

Dungeons Of Aledorn - Development Update

by Hiddenx, Saturday - April 29, 2017 00:59

Henriquejr spotted Kickstarter update #27 for Dungeons Of Aledorn:

On our way to beta

Hello friends of oldschool RPGs and fans of Dungeons of Aledorn. After some weeks of silence, we bring you fresh information from development. As always, you can see some new graphic art and we will show you a little bit of level and game design. So, let’s start with visuals.

Story will bring our heroes into the shadows of ancient trees of Dark Forest. As you can assume by it’s name, this won’t be bright woods full of colourful birds and cute friends of Bambi, but a deep dark forest with gloomy atmosphere. That is in hands of our visual artist Daniel Nezmar and his first version of Dark Forest is on screenshots below.

[...]

Next point is town Voland in the night. You can take a look, how day and night system works in current version. In older videos, you could see earlier versions, but our programmers were working on improvements, so now everything looks much more real and natural. This not final version for sure but even now we can say that locations looks pretty in night and lights and shadows can make neat romantic or scary scene. On screenshots you can see, how it looks when you take a walk around a Voland when night is up and street lights lit on.

[...]

January

Dungeons Of Aledorn - Eye Candy

by Hiddenx, Tuesday - January 17, 2017 22:34

The devs of Dungeons Of Aledorn show some new screenshots in Kickstarter update #26:

Plenty of eye candy

   Greetings to all RPG lovers and fans of Dungeons of Aledorn. After a longer pause, we gathered enough material to release a new update. Although it’s far from finished, the project is still ongoing and right now we are aiming for a beta in the summer 2017. The beta should contain all core game mechanics and the main storyline including quests, equipment and battles. Please be patient as it is our first really big project and that is why our promised time schedule is more a guess than anything else.

   Back to the content of this update. We have finished a new location called “Voland”, the second largest city in the game located on an archipelago, specifically on The Sandemar’s Island. You can look at some awesome screenshots below. We also added short videos - the first one shows a cycle of day and night in the game, the other is introducing one of many dungeons.

[...]

The day and night cycle graphics demonstrated on Condra, the pirate hideout shown in the previous updates. Condra only needs to be populated with NPCs and treasures to become our first fully completed location. However, this final step requires a specific location editor which should be finished until February.

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[...]

 

October

Dungeons Of Aledorn - Development Update

by Myrthos, Wednesday - October 05, 2016 12:13

In the development update for Dungeons of Aledorn some insights are provided on why progress is slower than expected.

Greeting to all the RPG and Dungeons of Aledorn fans. Some time has already passed since our last news. Although we had been working even during the summer it did not go as fast as we wanted. However, now we are able to bring some news regarding both the project and our team. 

Unfortunately our main translator Honza Říha has left our team due to personal reasons and we were forced to look for a new one. His work was completely overtaken by Radovan Mikš, the brother of our lead programmer. Radovan should orignally join our team later when the work on AI begins, but now we can also use his experience in translations. 

We have also read carefully your opinions and feedbacks after the alpha version and our biggest problem according to you was the poor quality of dialogues. In this matter, we reinforced our team with Johan Justoň who already did a good work on video games before such as Inquisitor. We hope that his help will push Dungeons of Aledorn to higher levels. 

The level design has already made a significant progress and we can show you a few screenshots from a brand new village of Condra, the infamous hideout of the pirates in the middle of swamps. 

The update also has several screenshots, of which one is shown here.

And it has a video showing the creation of containers, using a Czech interface.

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May

Dungeons Of Aledorn - Alpha Released

by Hiddenx, Sunday - May 22, 2016 17:19

The alpha version of the old school RPG Dungeons of Aledorn is out:

Alpha Released - At Last!

   Greetings to all friends, gamers, backers and followers. Today, we have some good news, the twice-postponed alpha version of "Dungeons of Aledorn" (DoA) is finally here. We briefly want to tell you what you can expect in the alpha version and why it took so long.

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Starting today, a total of 119 backers are eligible to download and try out the game in its current state. If you hit the KickStarter rank of "Black Bear" or better, check you email for further instructions. And now, straight onto the features of the alpha version. Your pre-designed party of 3 heroes (Warrior, Rogue and Wizard) finds itself in the small town of Manto. You can roam around freely, search for hidden treasures or enter into dialogue with some NPCs. You can also accept a few quests and one of them can be even successfully completed.

[...]

April

Dungeons Of Aledorn - Alpha Delayed

by Hiddenx, Saturday - April 02, 2016 00:04

The alpha version of Dungeons Of Aledorn needs some more bugfixing:

Testing the alpha version - an unavoidable delay

Greetings friends, gamers and backers. The alpha version of DoA should have been released by today, but most of you probably have already found out that it didn't come true...yet. We had to postpone this release because of some still unsolved bugs that our troubling the current version of DoA.

   The playable version from the early months of this year did undergo some heavy testing which has resulted into a fifty pages long bug report list. The whole team is working their backs off while chewing through the list in order to bring you a polished gaming experience, that you all deserve for your kind support and patience.

It's hard to even approximate the new release date, so I rather won´t blindly promise anything other than an author gameplay video in one of the following weeks, so be on a lookout for some serious teasing before you get your hands on the game itself. Thank you for your trust and patience - the game shall surely be worth it.

With sincere regards,

for TEAM 21,

Nefarit

February

Dungeons Of Aledorn - Preparations for Alpha

by Myrthos, Friday - February 19, 2016 23:57

In this update for Dungeons of Aledorn two game design videos about the skill system and weaponry testing and balancing.

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And then there are loads of screenshots as well.

December

Dungeons Of Aledorn - Development Update Oct-Nov

by Myrthos, Tuesday - December 01, 2015 12:30

In this latest development update for Dungeons of Aledorn we are informed of the new backers forum, new screenshots and quest making. You can read all about it and look at the screenies at the link, of which two are shown below.

September

Dungeons Of Aledorn - Development Update July-September

by Myrthos, Tuesday - September 22, 2015 19:05

In this development update for Dungeons of Alerdorn, we are told that the delivery of the alpha version at the end of the year is still on track, a new forum will be opened to discuss the game, like dialogs, design work and NPCs.

 The second team of graphic designers is occupied with character visualisations depending on their actual active equipment. Our goal is a creation of a user friendly environment where you might switch your gear and be immediately able to see the corresponding graphical change. You are now maybe thinking that´s not such a big deal at all, but fitting one model on a several constitutionally distinct being is a story for itself. Still, the graphic leader stays optimistic about this, supported by the latest outcomes of his team.

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June

Dungeons Of Aledorn - Unity 5 and GURPS

by Myrthos, Wednesday - June 17, 2015 17:49

With the switch to Unity 5, Dungeons of Aledorn was made to look better compared to the Unity 4 version of the game. IN addition there is also news on the selected rules set to use.

We are proud to present you today the first fruits of our successful Kickstarter campaign. One of our main goals was to upgrade our Unity 4 engine to Unity 5 Pro and thus considerably increase the looks of the game. The difference between the newest and older old version of the town Manto is already clearly visible and we´re just warming up!

Last time, we were promising some news about the skill mechanics and rules. After long discussions and extra testing we´ve chosen the GURPS rules as the leading inspiration for our game´s skills and abilities system. Each level up will give you some points to distribute among attributes, skills and perks. Of course the requirements will vary, e.g. the improvement of attributes will be almost always the most expensive.

May

Dungeons Of Aledorn - Development Update May & June 2015

by Hiddenx, Sunday - May 17, 2015 08:20

Ladislav Štojdl talks about the future plans in DoA development after the game's successful funding:

Greetings friends,

DoA´s KS campaign has taken a great deal of our strength so we needed to take a few weeks off to catch our breath and to assess our options and next moves. We´re glad to announce that the work on our game is once again in a full speed and we´re already thrilled about implementing the new ideas that came from you, our backers, and some game media as well. We´ll definitely try to stay in contact with both groups for the whole duration of the development, so that you´ll be able to see where your generous contributions went. If everything goes according to our current plans, we´ll be bringing you news in about a monthly intervals.

Our general plans for upcoming months:
Originally, we wanted show off our work on KS in a form of a functioning playable demo version for everyone to try out. As the game grew on rules, features and new technological options, we´ve been able to bring you just the tech. demo of our combat system.

Now we´ve decided to continue where we left and our common endeavour now goes towards bringing you a complete location of a village, called Manto, with its nearest surrounding and several whole quests in a form of a bigger demo. Most of the game principles shall be involved so that we´ll get a better picture of all the bright sides and flaws of the game at the same time and it will show us which parts still need to be worked on or where we could improve even more.

A top notch state of the demo at the end is critically important for our future work as we want to build the rest of the game upon it. That means, some heavy alpha-testing and a communication with you will be welcomed.

Upcoming game design plans:
Some of you have surely noticed that we didn´t mention specific skills in our updates so far. Most of them are already written in black and white, but still need a lot of balancing before we let them out – our game designers and programmer are currently testing thoroughly all their uses and effects and hopefully we´ll be able to uncover some or all of them in our next updates.

Upcoming programming plans:
Arbiter, our lead programmer is currently working in a close cooperation with our graphics on the inventory system. Visualisation and stat changes of equipping and unequipping should soon work smoothly for all inventory objects and by all playable races and not just humans (who, for apparent reasons, were our choice number one in the testing phase).
Apart from that, we´ve already started some time ago converting the game from Unity 4 to Unity 5 and the results are simply breathtaking. We´re looking forward to showing you the new stuff in near future.

A lot of work for our graphic designers:
Our graphic designers have split into two teams. The first one will be working with the programmers on the inventory system and will be creating new humanoid playable races and also slightly improving the old ones. The other half has already started upgrading the textures, normal maps and lightning of the Manto village scenes.

In a spare time, they should do the same with the capital city, Lim. It should be one of the biggest areas in the game and we´re actually considering splitting it into more areas as you might know from the Baldur´s Gate or it´s younger brother Pillars of Eternity.

Do you like the idea of separate districts or would you prefer to have a big ( but compared to the total size of separated districts smaller and more dense) city area without transitions? Be sure to leave your opinion in the comments section. Wink

And a few last words…
We´ve been asked about the option to back us also after the KS campaign. Concerning this, we have already created a Paypal account which you may find on our website www.aledorn.com. All contributions to this account will go towards reaching our stretch goals and thus substantially improving the game.

Once more, we would like to thank you for your trust and the opportunity to bring our game into existence and we´ll continuously bring you updates about our efforts and results.

Until then, we wish you good luck in everything you do and thank you for your support,

yours

TEAM21

Dungeons Of Aledorn - WebStore Openend

by Myrthos, Wednesday - May 13, 2015 13:09

The webstore for Dungeons of Aledorn is opened allowing you to continue, or start, your support for the game by pledging via PayPal and allowing them to reach their stretch goals.

April

Dungeons Of Aledorn - Successfully Funded

by Couchpotato, Saturday - April 11, 2015 02:55

The Dungeons Of Aledorn of kickstarter was funded as it looked dismal before the game made a few thousand dollars in a few hours. So thank you everyone who helped fund it.

The developer Team 21 also released a new post-funding Thank You update that announces a Pledge Extension to help raise funds for the games stretch goals.

Thank you so much for your support during the campaign. Only through your support can we continue to develop games. At the same time we wish to inform you that the stretch goals remain in our plans... because in the coming days we are planning to open the option of pledging directly on our website, where all funds will continue to count towards REACHING those stretch goals!

Dungeons Of Aledorn - 14 Hours Left

by Couchpotato, Friday - April 10, 2015 06:04

Dungeons Of Aledorn has fourteen hours left to get funded so help spread the word everyone. The developer also released another kickstarter update today.

In today’s update, we will reveal more of the background information of the realm where Dungeons of Aledorn will take place. The last snippet was about the Isles, where the game takes place; today we will reveal more of their history, creatures inhabiting this corner of the world and, yes, we will take a quick peek at the storyline. So, let’s get this started!

Dungeons Of Aledorn - Game Mechanics Part 5

by Couchpotato, Thursday - April 09, 2015 01:16

Dungeons Of Aledorn has 43 hours left to get funded, and the developer Team 21 released another update. The update has more info about Game Mechanics. 

Hello to all our friends, backers and supporters, this is our latest update on mechanics. During these updates, we told you a lot about the individual game mechanics in the game, but we still have many of them to talk about - active achievements, variable difficulty, secondary attributes, enchantments and many other elements. Unfortunately, there is no room for us to familiarize you with all of the details. The purpose of these updates is to give you a picture of the main game mechanics, not to introduce you the whole concept of the game. And now, on to the individual mechanics!

Dungeons Of Aledorn - Composer & Stretch Goals

by Couchpotato, Wednesday - April 08, 2015 01:18

Dungeons Of Aledorn has 67 hours left to make $20,000, and the developer Team 21 have announced the games composer, and some new stretch goals to entice backers.

Hello everyone. Today we would like to introduce you to our amazing composer, Marek Kačaljak. In this update, you'll also hear some new songs which we are revealing here for the first time. You'll experience a song for the town of Voland (a port town on the Island of Sandebar), new music for the village of Condra (the main village on the Island of Pirates) and music that'll be used in the game's menu.

There are also several other interviews conducted for a variety of media during our campaign. Oh, and we've also prepared some stretch goals!

Dungeons Of Aledorn - Game Mechanics Part 4

by Couchpotato, Monday - April 06, 2015 06:11

The kickstarter campaign for Dungeons Of Aledorn has four days left to get funded, and the developer Team 21 has posted the fourth part of the Game Mechanics update.

Greetings friends. We will focus in today's update on the next part of our series about mechanics. This time mechanics of dueling. Locally I go much deeper, so if you're not interested, feel free to skip that passage. These passages are in italics.

Dungeons Of Aledorn - 50% Funded & Update

by Couchpotato, Friday - April 03, 2015 05:37

Team21 sent news today their game Dungeons Of Aledorn is now 50% Funded, and still has seven days to get funded. They also released another update today.

Realm of Dungeons of Aledorn part No.1

This is the first update about the world in which our game takes place. Let´s put the mechanics of the game aside for now and get to know the lands and their inhabitants, as well as mythos from the past and present.

About the world of DoA

The whole adventure takes place on an archipelago and this consists of nine separate islands. Every island has its specifics and distinct fauna and flora.

The biggest, and probably most important central island, bears the name of Nirma. This is where the war between humans (elves, dwarves,) and orcs (trolls, uruks, goblins) rages.

The next one is the Sanderman´s island, which was also the first island to be colonised by the humans and also where the oldest settlement of humans still lives and flourishes.

There´s also a pirate island, a volcanic island, and a mythical cursed piece of land, where people disappear mysteriously upon setting foot on it. More details follow - but be please aware that some of the mentioned myths and local gossips might slightly spoil some of the quests for you. You have been warned ;)

March

Dungeons Of Aledorn - Funny Trailer Released

by Couchpotato, Tuesday - March 31, 2015 05:54

Team 21 released a parody video for Dungeons Of Aledorn. You can still help the game on kickstarter as it has ten days left to get funded, and needs $34,000.

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Dungeons Of Aledorn - Technical Demo Update

by Couchpotato, Monday - March 30, 2015 05:29

Team 21 talks about the new technical demo for Dungeons Of Aledorn in the games latest kickstarter update, and shares a new video with more gameplay footage.

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Greetings to all fans of dungeons, RPGs, and our game Dungeons of Aledorn. More than few of you have written to us about your problems with the technical demo. Either with the user interface or not understanding the principles of the game. In today´s update we are going to introduce you to the new technical demo, which will be available to download soon.

Explore mode - this mode is temporary for technical demo. You can walk around and browse the inventory of individual characters. Through the hotkey “1” you can activate a torch.

Tactical mode - you enter this mode when you get close to an enemy or in the actual version you can also start combat sooner by corresponding button.

Dungeons Of Aledorn - Mechanics & Oculus Rift

by Couchpotato, Saturday - March 28, 2015 05:20

The latest kickstarter update from Team 21 for Dungeons Of Aledorn talks about game mechanics once again, and they test out the game on the Oculus Rift.

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Game Mechanics Part 3 + Testing the Oculus rift

In today’s update, we´ll continue our series about the game mechanics of DoA; concentrating on the camping and its GUI. Camping is an important part of our game, as you´ll be travelling a lot between various locations and good camping management will be necessary to survive the trip, and to overcome the hardships that will often await you at your destination.

Testing oculus rift

As we reported at the start of the campaign, we tested whether Dungeons of Aledorn was suitable for the Oculus Rift platform. The tests on the device are mainly focused on by our graphic designer, Jarda Šlajch and he’s already achieved considerable progress. When working with Oculus Rift, we ran in particular problem with the GUI to cooperate with the movement of the players head. We’re pleased to say that this problem has been solved and today we’d like you to see how Dungeons of Aledorn looks through the eyes of a wearer of this virtual reality device.

Dungeons Of Aledorn - Meet Yeve Drovossekova

by Couchpotato, Wednesday - March 25, 2015 03:45

Team 21 posted the next kickstarter update this week for Dungeons Of Aledorn that  introduces everyone to Graphic Designer, and 2D Artist Yeve Drovossekova

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Hello everyone, today we would like to introduce you our 2d graphic designer and artist, Yeve, who creates the majority of our art. During our pre-campaign, her work was of great interest for viewers and check out more of her pieces via our KS pages and when we run updates.

Dungeons Of Aledorn - 1/3 Funded on Kickstarter

by Couchpotato, Tuesday - March 24, 2015 03:14

Team 21 sent a press release with news that Dungeons Of Aledorn has made 1/3 of its kickstarter funding goal. Here is the information straight from the press release.

Over a third of the way to its Kickstarter goal

Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=406908315
Kickstarter link: http://www.aledorn.com

March 23 2015 - Prague, Czech Republic - Dungeons of Aledorn, the hardcore dungeon crawling RPG, has achieved Greenlight status in just 6 days but still needs your support on Kickstarter!

"We have been Greenlit in 6 days, we're amazed! We'd like to give a huge thanks to everyone who voted for us and made Greenlight a reality.  I'm truly humbled by the reponse from votes and from the backers on Kickstarter, we've even had legendary co-author of Betrayal at Krondor, Neal Hallford backing our game!  We’re really excited to be one step closer to bringing Dungeons of Aledorn to you.' said Danny Nezmar, producer at Team21. "The development team and I had some liquid bread to celebrate, then went right back to work on our Kickstarter campaign!"

Dungeons Of Aledorn - Character Classes

by Couchpotato, Monday - March 23, 2015 05:37

Team 21 talks about the character classes of Dungeons Of Aledorn in the next update on Kickstarter this week. The game has made $21,973 of the $60,000 goal. 

Once you’ve chosen the race of your character, another important decision comes into play - what will they do? You may choose from six different character classes in DoA, which may even further specialize in two distinct manners; thus offering you more customization options and defining your preferred playing style.

Each class is characterised by eleven skills, from which two are always class specific. As player you will have a free choice, during the level-up phase, to choose which skill you should improve.

Dungeons Of Aledorn - Interview @ RPGCodex

by Couchpotato, Sunday - March 22, 2015 04:02

The RPGCodex published a new interview with Team 21 this week about their new kickstarter game Dungeons Of Aledorn. As usual here is a small sample.

Harsh reality question: Like all Kickstarters, there's a chance that the target goal won't be reached. What happens then?

Well, it would definitely not mean the death of the project. Of course, we have a plan B, and even a plan C.

In a variant of B, we can expect an investor to come on board - a third party. We have already been approached by several of them after our pre-campaign for Kickstarter. We have politely declined, stating that we first want to try our hands on crowdfunding to see whether players deem the game worthy of purchase.

Plan C is that we will continue from our own resources and capabilities. Even like this, we will finish the game, but we will have to remove some elements to make it easier to finish. It will also extend the development time of the game, as obviously we'll have to continue working on DoA whilst working full time to support the project.​

Dungeons Of Aledorn - Greenlight & Mechanics

by Couchpotato, Saturday - March 21, 2015 04:49

The fifth kickstarter update from Team 21 has news Dungeons Of Aledorn has been
Greenlit on Steam, and has the second update about game mechanics.

First, we would like to inform you that we have been Greenlit by the community!. It took us six days to get Dungeons of Aledorn approved, which makes us incredible happy. We owe it to all of our backers who have supported us here and who voted YES! at our Greenlight page. Thanks a lot.

Now as for funding the game has only made $21,142 of $60,000 goal. 

Dungeons Of Aledorn - Media Coverage Update

by Couchpotato, Thursday - March 19, 2015 03:39

Team 21 has posted the next update for Dungeons Of Aledorn with links to more interviews they did this week, and share a link to another game project to help back.

So far during the campaign we have already done a considerable number of interviews. Today we bring you a selection of some of the most common and the most interesting questions and answers.

Dungeons Of Aledorn - Interview @ IGC

by Couchpotato, Wednesday - March 18, 2015 03:25

Invision Game Community published a new interview for Dungeons Of Aledorn.

If, and I hope it this doesn’t happen, but the Kick Starter target isn’t met, what would this mean for Dungeons of Aledorn and Team21?

It wouldn´t be the end of us for sure. There´s a plan B and, even a plan C for such situation.

Plan B is finding a third group, an investor, to support us financially. We´ve received several offers during the pre-launch phase of KS, but we had to turn them down, because, even it might make the things more complicated, we value the community over the financial backing for our project.

Plan C is to carry on the same way as we did up till now. We´ll finance the development from our own sources and slowly build-up the community via the internet. We´ll still finish the game, but probably at a much later stage and with several compromises to the visual quality and general size of the game.

Don't forget to read our interview, and back the game on kickstarter.

RPGWatch - Dungeons of Aledorn Interview

by Couchpotato, Tuesday - March 17, 2015 04:20

Welome back everyone for another interview on RPGWatch. This time we talk with Ladislav Štojdl of Team 21, about his new RPG kickstarter game Dungeons of Aledorn.

Couchpotato: What makes your game stand out from all the other RPG games nowadays?

Ladislav:  I think predominantly, it’s the focus on Hard-Core players. Great opportunities equipping, great complexity of character development and possible action in the game makes the game very difficult for the inexperienced players. A system that an AAA game title cannot afford, its risk is too great. We also have several elements that are to our game unique, e.g. the transition between exploring mode into the combat environments use accurately model an environment where a conflict has occurred, rather than pre-defined battlegrounds, such as what’s used in the game King's Bounty, and Heroes of Might and Magic.

Dungeons Of Aledorn - Game Mechanics Update

by Couchpotato, Tuesday - March 17, 2015 03:49

Team 21 posted the next update for Dungeons of Aledorn where the games main designer talks about game mechanics. The game has made $18,043 of $60,000 goal. 

During our Kickstarter campaign, we´ll present to you some of the core game mechanics that will accompany you during the gameplay of DoA. Some of the following details may seem a bit too technical, but we´ll also try to disclose some practical use of these features that will hopefully get you excited about them.

Dungeons Of Aledorn - Now on Greenlight

by Couchpotato, Saturday - March 14, 2015 04:34

Team 21 has posted the second update for Dungeons Of Aledorn with news about steam Greenlight. The game has managed so far to make $7,148 of the $60,000 goal.

Greetings friends, backers and fans of Dungeons of Aledorn! We would like to thank everyone for their support since you’ve now allowed us to achieve 10% of our goal! If we continue at this rate, we believe that the campaign will be a great success. However, we request that you continue to share the campaign among all your friends in order to support the development of the game.

Furthermore, we have great news - today DoA has entered the field of Greenlight! You can help us get the game approved on Steam. Once we are approved, the game will be available for all backers who opt for this platform.

Dungeons Of Aledorn - Playable Races

by Couchpotato, Friday - March 13, 2015 04:57

Team21 posted the first update for Dungeons Of Aledorn about the playable races.

As you may have read in the description of our project, you may choose your party members from seven playable races. Every race, except for humans, is predetermined for a limited number of class combinations. We´ll introduce them in this update.

You can also download a small tech demo off the games website.

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I will also have a new interview next week with the development team.

Dungeons Of Aledorn - Kickstarter Launched

by Couchpotato, Wednesday - March 11, 2015 20:36

Team 21 has launched their kickstarter for Dungeons Of Aledorn. The developer is asking for $60,000 to help fund development of the game. Here are the details.

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Dungeons of Aledorn (DoA) is an RPG game that brings back several time-tested principles of the classics into a single fantasy release. DoA is being created by and for hardcore gamers who appreciate games with a high challenge level.

As we were deciding what kind of game DoA should be, we searched for inspiration in the classics of this nowadays rare game genre. Therefore, we turned to the best of the best while designing DoA - Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and the Fallout series. In addition, our game bears many features similar to the popular pen & paper RPGs based on the D&D, Gurps and DrD (Czech equivalent of D&D) rules.

DoA players can expect a balanced combination of puzzles, branched dialogs options, tactical turn-based combat, quest-solving and last but not least an intriguing and complex RPG-system.

 

Dungeons Of Aledorn - Old Graveyard Images

by Couchpotato, Monday - March 09, 2015 04:22

Team 21 posted a new update for Dungeons Of Aledorn with information the game will launch on kickstarter in three days, and shares more images from a graveyard.

Greetings to all gaming enthusiasts, fans of RPG games and Dungeons of Aledorn. Only three days left until the start of our campaign on Kickstarter. Thus, we bring the latest pre-campaign News. Today it is again a tasting of the graphics of the game. It is a cemetery, in which will take place one secondary quest task. We look forward to seeing you March 11, at the start of our campaign.

Dungeons Of Aledorn - GUI & Inventory

by Couchpotato, Monday - March 02, 2015 03:28

Team 21 posted a new update about the inventory GUI for Dungeons Of Aledorn. 

Greetings friends, developers, players and fans of the game Dungeons of Aledorn. Time is running out slowly (10 days until the start of the Kickstarter campaign) and again we have something from development. This time we will show you how GUI inventory looks like. As is evident from the screenshots, the slots on the equipment will be more than enough. As always, we are grateful for any feedback.

February

Dungeons Of Aledorn - New Kickstarter Date

by Couchpotato, Sunday - February 22, 2015 04:56

Team 21 announces they will be pushing back the launch of their kickstarter for
Dungeons Of Aledorn to March, and share a few new screenshots on Facebook.

Change date of Kickstarter campaign and sample of the battle prototype:
After a long discussion and much deliberation, about the current status of our pre-alpha demo, the team has decided to delay the Kickstarter campaign until March 11. This is so that we're able to provide everyone with a pre-alpha build that better reflects what we want to do with Dungeons of Aledorn. It was a hard choice, but it is for the best for both the game and for the Kickstarter campaign.

Please rest assured that we'll be working hard every day until launch in order to polish our pre-alpha, and we hope to see you at the Kickstarter for Dungeons of Aledorn on March 11!

For now, we bring you at least a few combat screenshots from actual pre-alpha version, that you´ll get the oppurtunity to get your hands on during our Kickstarter campaign.

Dungeons Of Aledorn - Alchemist’s Laboratory

by Couchpotato, Saturday - February 14, 2015 05:34

The next update for Dungeons Of Aledorn explores the Alchemist’s Laboratory.

Greetings friends. The day is slowly approaching when Dungeons of Aledorn will go live on kickstarter. For in 12 days we will launch. Until then, we will of course continue to bring you screens of the game. Today, we have the interior alchemist’s laboratory in the capital. As always, we will be happy for any feedback.

Dungeons Of Aledorn - Aledorn’s Cave

by Couchpotato, Thursday - February 05, 2015 04:24

Here is the next update for Dungeons Of Aledorn that talks about caves.

Greetings to all the fans of dungeons, RPGs and of our game Dungeons of Aledorn. Since we´re making a Dungeon/RPG it comes as no surprise, that you´ll stumble upon many dungeons during your gameplay. In todays news we´re going to show you how one of those dungeons might look like. Enjoy. As always, any sort of feedback is more than welcome.

January

Dungeons Of Aledorn - Great Pirate Ship

by Couchpotato, Monday - January 26, 2015 05:19

The next website update for Dungeons Of Aledorn gives everyone a look at the Great Pirate Ship,. Now here is a sample image so make sure to visit the link for more.

Greetings to all fans of dungeons, fantasy and our game Dungeons of Aledorn. Beginning today in exactly one month we began a campaign on Kickstarter and so we decided to show you another part of our game graphics. Last time we showed you how a pirates port city Condra will look like. Today we continue in this vein and introduce you to the main pirate ship. Enjoy the screens and do not be afraid to ask anything of us. Likewise, we welcome any feedback.

Dungeons Of Aledorn - Condra Island of Pirates

by Couchpotato, Tuesday - January 20, 2015 04:36

The next Dungeons Of Aledorn update has information, and a few images about Condra which the delver calls the Island of the Pirates. Here is one of the images.

Greetings friends, gamers and fans Dungeons of Aledorn. Today we have for you after a long pause again something of the atmosphere of our game. Let’s go through the Print Screens to see how the pirates and island locations of their city Condra will look. As is our custom, most models are composed of a purchased asset supplemented with normal maps, shaders and lights. Enjoy today’s screens and the upcoming news.

Dungeons Of Aledorn - Mechanisms of Combat

by Couchpotato, Wednesday - January 14, 2015 04:54

A new development update was posted for Dungeons Of Aledorn about combat.

Reality in the Turn-Based System

As I wrote in a previous blog and in my combat mechanics, this is mainly about reality . I imagined a good fight from a film and I said: ‘ this is what a fight to the death by experienced fighters should look like. ” For me, there was a hilarious fight in the movie The Bourne Ultimatum (incidentally, the whole trilogy is absolutely great => highly recommended). In this fight were two well-trained agents fighting against each other who attacked each other simply with what was available at hand, which is exactly as it should be. Now it’s just a matter of how something like this can get into games and into the whole system.

Let me tell you , it’s not exactly easy. But when one tries to do something difficult , it must be started gradually from scratch. So I took the system based on action points and their implimentation in different events, and used that to determine what a chatacter can do. If you create a sufficiently large enough number of events , the player will really be able to do almost anything. The question is, of course, whether it would still be fun . It might be easy to state the character must kick a rat rather than a human, but it may take many seconds to select from a list of actions what you actually want to do.

Dungeons Of Aledorn - New Alchemist’s Fortress

by Couchpotato, Monday - January 05, 2015 04:33

This weeks update on the Dungeons Of Aledorn website shares a few updated screenshots of the Alchemist’s Fortress. Here is the text with the update. 

Greetings friends. We bring more news from the development of the game Dungeons of Aledorn. Today again we return to one of our previous News snippets. Not so long ago, we presented the location called “Alchemist´s Fortress”. Again, we have listened to your views and, according to some, we have changed the fort. The results can be seen in today’s News.

December

Dungeons Of Aledorn - Pub Dice Mini-Game

by Couchpotato, Monday - December 29, 2014 05:28

The Dungeons Of Aledorn website has a new update this week with information on one of the games Mini-Games whir is about dice this time. Here are the details.

Greetings to all RPG and dungeons fans. Today, we have some new information on the content of our game Dungeons of Aledorn. Within the world of DoA you travel the world and visit many a pubs. And it is in these pubs where you can play various minigames. One of them is a dice.

Dungeons Of Aledorn - More Website Updates

by Couchpotato, Tuesday - December 23, 2014 05:25

The Dungeons Of Aledorn website had two new updates this weeks. The first update has infomation on how the developer has struggled with game development.

Greetings friends. Not so long ago, I wrote about how challenging it was compiling the team. Today on this topic I’ll tell you about the people who have forsaken us, and vice versa, also about those who have joined.

The second update gives everyone a X-Mas greeting for the holidays.

Ho, ho, ho to all our faithfull followers. Today we’d like to wish you all a Merry X-mas full of peace and gaming of any kind. Leave behind your daily stress and spend your time by doing stuff that you like the most. We all shall also devote ourselves to our families and closest friends for the next days and will take a few days off from DoA’s development.

Dungeons Of Aledorn - New Updates

by Couchpotato, Thursday - December 18, 2014 04:33

The Dungeons Of Aledorn website  had two new updates in the last two weeks. The first update has infomation on how the develper will use motion capture.

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Greetings to all RPG fans, dungeons fans and fans of Dungeons of Aledorn. Today, we have again something new in development. This time it will show our mocap (motion capture). This news update we decided to process the form of videos, in the same spirit as the recent Teaser presentations with music. Once again the video will be complemented by music from the game, produced by Marek. In the video you will also see our Swordmaster Zdenek. If you are interested in finding out anything about mocap, feel free to ask us. In the Team 21 crew we have several people who have extensive experience with mocap.

The second update is about some new updated screenshots.

Greetings to all fans of dungeons and our Dungeons Aledorn. Many of you have rightfully criticized some of our game screenshots for their lack of realism and atmosphere. To prove you all that we take your opinions seriously, we introduce you once more to the below deck area. We worked hard on texture editing (blending), object shadows and lighting. The result was more than satisfactory as you may see in the following screenshots.

Dungeons Of Aledorn - New Screenshots

by Myrthos, Friday - December 12, 2014 12:07

Black Rune let us know that on the Dungeons of Aledorn site new screenshots are available of the Alchemist's fortress.

Dungeons Of Aledorn - Teaser Video

by Myrthos, Wednesday - December 03, 2014 20:10

Here is a teaser video for Dungeons of Aledorn.

Thanks Black Rune.

Dungeons Of Aledorn - New Screenshots

by Myrthos, Monday - December 01, 2014 10:36

The website of Dungeons of Aledorn has been updated with a few screenshots.

Thanks Black Rune.

November

Dungeons Of Aledorn - First Look at The GUI

by Couchpotato, Friday - November 14, 2014 04:43

The developers of Dungeons Of Aledorn shared a few screenshots today that gives us a preview of how the games GUI will look as you play. They also admit it's adjustable.

Greetings to all fans of the game Dungeons of Aledorn. Passed us again 3 days and thus we come to another “News”. At present, we introduce a graphical representation of the GUI – explore. On the final version, of course, still works, but this is already largely functional GUI and most of its elements are active.

Dungeons Of Aledorn - Mountain Town Manto

by Couchpotato, Tuesday - November 11, 2014 04:36

The developers of Dungeons Of Aledorn shared a few new screenshots today of a Mountain Town called Manto. I think the game looks good so far.

Hello friends RPG, DoA and fantasy at all. Today I would like to introduce another location, which DoA players can visit. This is a small remote mountain village, in which, however, any time you can spend some time. Plus, assuming that you love to do side quests on the top, you can if you want to.

Dungeons Of Aledorn - How It All Began Update

by Couchpotato, Saturday - November 08, 2014 05:34

The developers of Dungeons Of Aledorn posted another update on the games website with information on the how the game was created in the beginning.

Today, let’s dive a little into our history. In this very first edition of my developer blog I’m posting someting on the creation of the project and its background.

In the following days I’m going to update my blog with another news, mostly on the project’s history and motives concerning GDD writing. So if you’re interested in the information on how DoA was born, stay tuned here for more.

Dungeons Of Aledorn - New Screenshots

by Couchpotato, Wednesday - November 05, 2014 05:57

The developers of Dungeons Of Aledorn shared a few new screenshots.

Greetings to all fans of RPG games and DoA. Three days have already passed since the last presentation of the project, so we’re here today with something new to share, showing a little of our game graphics. These are some screenshots from one of the first locations that the player sees. It’s a boat deck. I hope you enjoy it as much as we dd.

Dungeons Of Aledorn - Development Update

by Couchpotato, Saturday - November 01, 2014 21:14

The developers od Dungeons Of Aledorn posted the first presentation update of many more on the way about the game, and gives a preview of the kickstater date.

Greetings to all fans of RPG games. This is the first of a series of “Newsek” which we will be publishing at regular intervals. In this you will learn a little bit about our project Dungeons of Aledorn (DoA).

Dungeons of Aledorn will be a mix of puzzles, dialogues, tactical combat, quests, performances and, ultimately, a quality RPG system. The game is designed for hard-core gamers and gamers looking for a challenge. DoA itself was inspired by several prominent games in the genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, Kings Bounty and Fallout.

You can ask any questions in the comment section below, or in our forums.

October

Dungeons Of Aledorn - A New Dungeon RPG Game

by Couchpotato, Thursday - October 16, 2014 07:26

I received news about an RPG called Dungeons Of Aledorn that has been in development for the past few years. The developers are getting ready for a new kickstarter.

We started an indie game development studio that has decided to return to PC gaming quality. In the game, which is coming soon to return to the old proven principles and plan is to connect the dots in quality Dungeon (RPG) for hard-core gamers and gamers looking to seek challenges in games.

When writing a GDD I was inspired by several older games – Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, Kings Bounty and Fallout.

Dungeons of Aledorn will therefore be a mixture of puzzles , dialogues , tactical combat , quests performance and, ultimately, quality RPG system.

They also have a few translated blogs in English to read.

Information about

Aledorn

Developer: Team 21

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Turn-based
Play-time: 40-60 hours
Voice-acting: Partially voiced

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown