Titans of the Past

A deep party-based RPG. Crawl the dungeons. Battle monsters with your weapons, spells, abilities. Utilize the 'time flows as you move' system to make decisions. Loot, level up, craft, develop your town. Unlock new classes and races, spells, items - to make a party able survive the hardest challenges

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As the name implies, this game stands on the shoulders of the Titans of the Past: games like Wizardry, Might and Magic VI-VIII, The Bard's Tale, Eye of the Beholder, and Legend of Grimrock. 

Another meaning of the game's name is hidden inside the game's lore for you to uncover. But we know for sure our players are clever and already have some good guesses.

We're a Ukrainian team making a game for an old-school, hardcore audience - just like us. We are creating a game we love and want to play, and we hope you will enjoy it as well.

Delve into the carefully handcrafted dungeons in first-person view, but command a party of characters. Develop their skills; find, choose, and tune their equipment; learn and use spells and abilities that any 90s gamer feels familiar with.

Customize your Adventurers with the ability to add custom Portraits, Voices, and Personalities. 

Beware, the game is hard, tough as nails. 

The game world moves only when you move - so it's a mix of real-time action and thoughtfulness of a 'pause when you wish' approach.

There are lots of mechanics and nuances in the game's RPG system to think of and develop your characters with. Look at what we have to offer!

  • Character classes govern what skill a character can develop, and to what extent;

  • Skills have 4 levels of Mastery, each with its own bonuses;

  • Classes have Class Abilities so warriors don't just swing their swords, and have buttons to press;

  • Races provide stat bonuses and also govern which classes are available for characters;

  • Lots of stats - from basic ones such as HP and Energy to Crit Chance, Crit Multi, a whole bunch of D&D-inspired attributes. Also there are cooldown modifiers, true hit and true miss chances, blocking, regeneration, resistances, attack and defense and so on;

  • Items come with suffixes and prefixes so you can judge yourself if the item is BIS or trash;

  • You can craft on items you find or buy!

  • Spells come in 4 varieties - for each Mastery level. A Grandmaster Fireball is so hot it's actually plasma. A Master Heal becomes AOE. Each spell has something interesting to offer.

Create any type of a fantasy hero you want! 

We love games that allow us to put at least hundreds of hours into theorycrafting our builds. For those who love it as well - we've made a Class Constructor. This is where multiclassing also comes in. Considering the amount of Classes and Skills to pick from, there are many wild possibilities. 

Embark on procedurally generated Adventures and choose your path between nodes like Dungeons, Campfires, Shops, Unexpected Events, etc. Make your decisions carefully, considering different Dungeon Modifiers that can hinder or ease your way and bring more loot, XP, resources - or peril.

Dungeons are hand-crafted to provide the best experience, and we also care about replayability. Monsters spawn, secrets, and gameplay-affecting mutators are randomized.

You'll have a good place to put the resources you bring from your adventures - your town! Like you do it in Heroes of Might and Magic, construct buildings and upgrade them. That unlocks new options for character creation - races and classes; new items to buy; new skills and spells to learn; new crafting opportunities; and so on.

The itemization in the game is procedural and quite complex. Expect something similar to Diablo and other ARPGs: prefixes, suffixes, tiers, rerolling until you are satisfied, and a bit of farming for BIS items.

  • 35 classes

  • 15 races

  • 30 monsters

  • 35 skills with 4 mastery levels each

  • 200+ spells (also with 4 mastery levels)

  • 200+ items

  • 100+ item affixes

  • 30 mutators, boons, and perks


All that brings you Infinite adventures!

We're a no-budget team working on a game we love, driven by passion. We have human resources we have, and this doesn't cover everything.

So to make a complete game we use mostly purchased and some free assets from various marketplaces.

We also use Synty assets - they are amazing and allow us to keep the artistic style coherent. In an ideal world we've used our own assets but that's impossible for us at the moment. We modified the enemies' 3D models to look somewhat more distinctive, and use many other asset packs and assets of our own creation. 

AI image generation was used for Character Portraits and Spells/Ability icons. 

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윈도우OS
액션 인디 RPG
영어, 우크라이나어
https://www.devilsdozengames.com/

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