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Realms Beyond: Ashes of the Fallen

Created by Ceres Games

A classic single-player RPG featuring a party-based character system and tactical turn-based combat evolved from the SRD 3.5e ruleset.

Latest Updates from Our Project:

Bavarian Support and a new Senior Team Member
about 5 years ago – Thu, Mar 28, 2019 at 12:30:37 AM

We are happy to announce that Realms Beyond: Ashes of the Fallen has received additional funding from the FilmFernsehFonds Bayern!


The additional funds of 100.000 EUR are flowing directly into development, translating into more high quality content for you to experience.

Senior Level DesignerJanos Toth joins our team to fill our world with dangerous dungeons and tranquil villages for the player to explore. He has formerly worked on games like Battle Isle, History Line, Sacred Underworld, Sacred 2, The Settlers 5 and Spellforce 3, bringing plenty of experience with the RPG and RTS genres with him. You can check out his portfolio here.

Soon, we will also post another development update about the game. We have been hard at work optimizing our tools, especially the dialogue tool, in order to allow for heavy branching in quests and conversations, and to give player decisions as heavy an impact as possible. In our next update we will show off the capabilities of our dialogue tool in detail, along with some example dialogues.


Stay tuned!

Development Update #1: AI for Turn-based Combat Systems
about 5 years ago – Wed, Feb 20, 2019 at 12:57:31 AM

When we started out working on the combat system we had a lot to do to lay the basic foundations. We had to get our character animation system running and implement stuff like combat logic, hexboard generation from level topology, or hexboard queries for paths and floodings at runtime.

That left little time to care about something as high level as AI (Artificial Intelligence). As a consequence our first prototype for AI ‘grew’ with time. At first, all it could do were melee attacks. Then we added ranged attacks. Then we implemented an enemy spell AI for intelligent placing of area spells (trying to maximize hits on enemies and minimize hits on allies). Finally we included rather specific routines (like fleeing) for characters that suffered from spells like fear. We realized that AI has to be able to deal with script spells that are loaded at runtime (a feature that could be interesting for future modifications). To allow for that we coded routines that simulate spell executions and judge their effects in a more general way.

Thus our prototype grew and grew until we were sure that we covered every capability that could possibly be required. Then we started to build it from scratch to make it more flexible and debugable. And now we feel like we can finally talk about AI.

Combat AI Debug Visualization in Realms Beyond
Combat AI Debug Visualization in Realms Beyond

The paradigm we had in mind for development has always been: What do we expect from a turn based AI?

Well, technically, we expect a lot! A demon wizard that fails to choose his fireball spell over a magic missile, or who fails to place the fireball in a way that maximizes damage on the player party is a no-go. An assassin who simply attacks her closest target instead of trying to stab your wizard in the back is not only little immersive – it also obliterates strategic bottlenecks like doors. And a human NPC ally that is not able to plan his path avoiding enemy attacks of opportunity is an annoyance. So when we talk about expectations from a ‘technical’ point of view, one can say that we expect ‘a lot’. A proper (3.5e based) combat AI has to be able to perform a lot of intelligent choices for enemies that we expect to behave intelligent.

Assuming that we built an AI that is able to live up to those expectations, it is time to consider a different connotation: What do we expect from AI not in terms of quality but in terms of personality?

If every enemy behaved optimally the challenge would be maximized – and immersion would be all but gone. We want goblins to horde around their closest enemy. We want orcs to ignore attacks of opportunity. And an ogre might even be too stupid to leave an area that is affected by a damage-over-time spell. Even beyond ‘intelligence’ enemies should show personality in every decision that gameplay offers: While most races ignore unconscious or otherwise helpless enemies on the battle field and proceed to face those player characters that can still fight, certain foul creatures like goblins or gnolls should be known for finishing off their helpless foes. It’s those little twists that make combats immersive.

We hope that – apart from the challenge of making our AI capable of  ‘good’ decisions – we also do a good job to diversify enemy behaviours enough to allow you to detect patterns and become especially hateful of one enemy or the other.

A combat scene from 'Knights of the Chalice'
A combat scene from 'Knights of the Chalice'

Once again, allow us to mention Knights of the Chalice here (btw, the developer Pierre Begue will launch a Kickstarter campaign for the sequel very soon) . It is owing to that game that we had a very precise idea about what we had to do when we first started prototyping our CPU-controlled opponents. The AI of KotC (and, of course, its excellent encounter design) made almost all combats interesting. It may be prone to crowd in bottlenecks (a fact can be exploited a lot once you get the stone wall spell) but hey – weaknesses are something you also expect from an AI to have fun, another fact that we are well aware of.

Hopefully, we can soon present you some more combat vids that display various AI behaviours. Until then, feel invited to write us (here in the comments or in our forum) what you think about our ideas and what you consider important for a turn-based AI. And if you have a memorable story to tell about a combat against an especially cunning AI: please share it with us.

A Happy New Year - BackerKit surveys are coming!
over 5 years ago – Tue, Jan 08, 2019 at 12:55:44 AM

We wish you all a healthy, happy, prosperous and spectacular New Year! 

Soon, you’ll receive an email from us with a special link to your BackerKit survey. 

You don’t need to create a BackerKit account to fill out your survey. When you receive the email with the survey, click the survey link to respond. Answer the questions about your reward preferences, provide shipping information, and purchase add-on items if you like. You don’t have access to this survey link yet, but it will be available soon via email!

After you respond to your survey, you can go back later and change your responses at any time before we close the surveys and get our final counts.

If you need to review your information or pledge status, you can return to your survey by clicking the link in your survey email or requesting your survey link under "Lost your survey?" on our BackerKit project page at https://realms-beyond.backerkit.com.

If you used your Facebook credentials to log in to your Kickstarter account, the BackerKit survey is sent to the email address you use for your Facebook account. If you have another email address that you prefer to use, please contact support at https://realms-beyond.backerkit.com/faq.

Due to the request of some backers, we created some add-ons like additional digital versions, the digital soundtrack, the digital world map and others.

For late backers, we added the option to support us by PayPal and other payment types through our pre-order store

Your Ceres Games Team

We brought it home. Thanks to all of you!
over 5 years ago – Fri, Nov 16, 2018 at 01:28:05 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

A Glimpse of Our World, Part 4: Kvenland
over 5 years ago – Thu, Nov 15, 2018 at 01:22:13 AM

The realm of Kvenland, defined by its dense pine forests and tall mountains, is primarily settled by four major tribes.

Vadians

At the southern shore of lake Kallvatn, right in the heart of Kvenland, at a point where several rivers convene, a trading post named Vadaheim was built. After the Great Cataclysm, the sky had darkened for several years and the cold north missed out on a couple of summers. This led to large masses of ice forming in the mountains, and once the climate normalized the ice melted and raised the water level of the lake, flooding parts of Vadaheim. An enterprising people, not willing to give up their city and stop their profitable trading operations, the Vadians converted their ships into rudimentary homes. Still today many of them live in house-boats and use these mobile homes on their mercantile journeys, traveling down the rivers with their entire families. Most Vadians are in the service of one of the two powerful families ruling the city of Vadaheim. Those who live in the town are better off joining one of the two families than staying neutral – which risks attracting the wrath of both the Ingvarsons and the Grimharsons. For independence is only an option for those who can assert it. But since the long-running feud between the two houses had adverse effects on commerce, they agreed to an armistice and divided the city amongst themselves. But if there is an opportunity to siphon the other family’s profits into their own pockets, they always take it – there may be an armistice between them, but in business, everything is allowed.

Click for high-res version
Click for high-res version

A common saying among the Vadians is, "By Valon’s golden apples!" which is an expression of surprise over an unexpectedly profitable business transaction that pulled more gold out of their customer’s pocket than they anticipated.

The origin of this expression is the myth of Valon, patron deity of merchants as well as those who acquire the property of others by cunning means, who helped an impoverished old man. This man owned nothing but a barren, rocky piece of land with a single apple tree that no longer bore fruit. He desperately called for the aid of his god, and Valon finally heard his prayers. He gave the old man a basket with three golden apples which would turn to dust as soon as he gave them away. Valon also forbid him from telling anyone where he got the apples from, and he was not allowed to sell his land before three moons had passed. The old man shrugged, as nobody would want to buy his worthless piece of land anyway, and asked what use the apples would be to him if he couldn’t sell them. Valon merely told him to carry them through town in their basket, uncovered so all could see them, and have a cup of wine at the tavern. "But how should I pay for the wine?" asked the old man. "With the apples, without promising them to another," was the god’s answer, and then he returned to his realm.

The old man did as he was told, and everyone was curious about the golden apples he carried in his basket. Indeed, the tavernkeep not only served him a cup of wine on the house, but also prepared a platter with the best food he had in stock. Soon more and more people asked the old man why he still lived in his rotten old hut and wanted to know whether his land was for sale. With a heavy heart he rejected all the offers he received, which led to the townspeople shoveling ever more gifts upon him in the hopes of gaining the old man’s favor. Soon he lived in one of the largest houses in town, and those who showered him with gifts hoped he would sell them his piece of land with the tree that, so they believed, would be rich with golden apples at the next harvest. Once three moons had passed, he accepted the best offer that was made to him, which was much higher than the best offer made to him three moons ago. Just at that moment his three golden apples vanished. The debts he had with others were not collected, since his creditors were happy to have such a wealthy man as their friend. Only to the poor soul who had purchased the worthless strip of land the old man gave a basket full of apples. Stingy as he now was, however, they were just normal apples, red and green instead of gold, as you can only be truly rich when others are poor – a popular saying among the people of Vadaheim.

Click for high-res version
Click for high-res version

Veštani 

The Veštani are a peaceful people who value a honest heart over a sharp sword – for which they have little use, anyway, as they prefer to use spear and shield in combat.

Around the village Kvilu, which is located at the eastern end of the Lurking Forest, they herd their flocks of sheep and till the earth of their fields in peace. Their evenings they spend in community, listening to the music of the flute and stories of strange creatures and ominous events, which might stem from their tendency for superstition which their priests can only shake their heads over, try as they might, they cannot drive it out of them. It might be encouraged by their elders, whom they highly respect, as they warn the younger generations of all the dangers lurking in the depths of the forest, amongst the shadows of the trees. 

But Kvilu is not as peaceful as it may seem, as the Veštani regularly fall victim to raids of the Gauds, a tribe they share a bitter enmity with. 

But voices of reason no longer manage to calm those who lost their loved ones and their homes to the Gaudian raids. Especially the younger generations either support an escalation of the conflict to strike back at the hated enemy in force, or think of leaving their homes for greener pastures. From Vadian merchants they heard stories of prosperous towns and lives without hardship beyond the forests of Kvenland, and now grow weary of the simple and uncertain life in Kvilu.

Click for high-res version
Click for high-res version

Gauds

The Gauds are known as the most feared and remorseless warriors of Kvenland, settled in the rough lands to the north of the great lake. Ever since he had slain a dragon on the mountain of Dauganrög, they worship their king almost as a god. After his heroic deed the Gauds hailed King Odulf’s under his new name – Sigimer the Dragonslayer. Together with his retinue he founded the town of Güldinheim, which today has become the most important city of the Gauds.

The king’s treasury is filled to the brim with all kinds of riches, but also with plenty of curiosities – a collection he constantly seeks to expand. He is especially fond of artifacts from a long extinct tribe, whose king Hodar, for whose exploits there are no sources but the songs of bards, is said to have ruled the entirety of Kvenland and even projected the power of his kingdom deep into the lands of Cormac. This legendary king is, to Sigimer, an example to follow. He wants to forge a kingdom to rival Hodar‘s, and he is ready to ally with the Vresians and mercenaries of Vadaheim to take the rich lands of Cormac’s north under his control. But he will never make peace with the Veštani, as his son Sigurt lost his life on a cattle raid against them. Had he the resources for it, he would long ago have marched against Kvilu to raze it to the ground. But the day will come when his wrath will triumph over the worldly concerns of logistics, and for this day he is already prepared.

Even his daughter Siglind he kept from a woman’s comfortable life of home and marriage, so her sword would always be ready for war and not dulled by the need to care for offspring. So he declared her to be a sword maiden, and any men who dare touch her will be condemned to death by stoning.

Vresians

On a northern bay of the Galtan Sea, Vindeborg sits as the largest town of Kvenland as well as the most important settlement of the Vresians, who are known to be excellent shipwrights and seafarers as well as fearless explorers. The fishermen not only set out to drag their nets through the deep waters, but add to their catch by raiding and looting other ships. Their reputation of engaging in piracy is widespread and almost sealed their fate 200 years ago. Too long they provoked Cormac on the waters, which culminated in a crushing blow against their tribe. Once, they had reveled in their independence, their leaders chosen by election and ready to step down whenever the people grew unhappy with their rule; following this horrible defeat, they put their fate into the hands of the most charismatic among them. Unnar Usbek became the first king of the Vresians and swore on the ruins of old Vindeborg to take revenge on the Cormacian attackers, even if it took generations to pay them back for what they did.

Ever since, the Vresians have worked at erecting an impregnable fortress and training a formidable fighting force to bring the fire of vengeance against Cormac’s shores. They suffered a major setback thanks to the Great Cataclysm, but Bjar Rabek, the most influential advisor of king Hjör, claims that the time has come to make true the promise of the forefathers. He feels obligated to fulfill the old oath of vengeance, whereas the people are fearful of a war they consider to be hopeless, while a longing for the old freedom spreads through their hearts, symbolized by a white albatross – the animal that adorned the Vresian banners before they had a king, and which has now become a call for open resistance, scrawled on the walls in white chalk.



 This update is also available in German language.