A downloadable game for Windows and Linux

THIS PROJECT IS ON INDEFINITE HIATUS

EXPLANATION HERE.

╞═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╡

The plague had come swiftly, and it had long devastated the land of Therge. Without warning, it appeared as a dark mist upon the western horizon, falling down upon the land from the lofty peaks of the nOthair Moíla. From the east, it came as a foul water from the Roþwen, running northward from haunted Ōlios. Ere two seasons had passed that the clamorous streets of Elbregn were silent, and the grand halls of the king in Sagherödn were dull and barren. Many that had not perished from that pestilence departed from the land, some going west over the nOthair Moíla or south to the forests of the Mháner, yet there were those that remained.

Whether it was through grief yet unfulfilled that bound them to Therge, or by despair that weakened their resolve to seek a better land, by the time of the warm season’s end, only they remained within that sad, blighted, and empty land. How it was that those few were yet unafflicted by the plague, none know. Perhaps by mere fortune it was that they, of all, did not perish by the dark mist.

From a quiet, little remembered farming village, then called Cersedd, one such survivor bore out at the breaking of what would have been the harvest season. Leanen, his name was; a farmer of then no renown, nor of recognition, nor of any claim to anything in the world. On the day of his leaving Cersedd, he piled the carcasses of his fallen family and of his friends into a pyre, and burned it, sending their souls to the next world.

From there, he set out on a seemingly-hopeless journey to return life to Therge, once more. Seeking out ancient spells, restless spirits, fortitude for the other survivors, and an end to the source of the plague.

╞═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╡

╞═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╡

My vision for this game is one that combines survival resource gathering with role-playing player-driven storylines. Exploration will grant the player the possibilities of finding food and water sources, as well as old secrets that may lead to long-forgotten tales.


If you like any of the following, then stay tuned, as these are all massive inspirations that I keep in mind, while designing Fading Away!:

-Fear & Hunger by ~orange...A dark, brooding, and oppressive atmosphere

-Hellblade: Senua's Sacrifice by Ninja Theory...Failures in the game adding up to a supernatural force that threatens to consume the soul of the player character.

-The Lord of the Rings by J.R.R. Tolkien...Vast landscapes that act as "environment as character"

-The Cat Lady by Harvester Games...Sketchy, dark, and semi-realistic artwork

-Fallout by Interplay Productions...Nonlinear and choice-driven quest design

-Stalker by Andrei Tarkovsky...Departing from a familiar world, and entering into a dangerous, but seemingly empty, land.

-The Legend of Zelda: Twilight Princess by Nintendo...Co-existence and alternation in two different dimensions/states of being

-Valhalla Rising by Nicolas Wending Refn...Dark Age style aesthetic with a somewhat Nordic tone

-Engine Summer by John Crowley...Heavy emphasis on spiritual growth/decay, with elements of nostalgia and melancholy

-Silent Hill by Konami...Brooding ambient soundscapes and soundtrack

-Dark Souls by FromSoftware...Engaging main story with a rewarding deeper tale for those who search for it

-Nosferatu: Phantom Der Nacht by Werner Herzog...Dark, bleak, wide, and empty landscapes and cities.


Please remember that this game is still in development...I am frequently working on and polishing various aspects of the project. If you have any feedback or criticisms, please let me know!

╞═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╪═╦═╪═╩═╡

Background image of page by Victor Lopez


StatusOn hold
PlatformsWindows, Linux
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorSolus/Solace
GenreRole Playing, Adventure, Survival
TagsAtmospheric, bleak, Dark, Fantasy, gloomdark, Management, Side Scroller

Download

Download
Fading Away DEMO - Windows 0.0.1.2 194 MB
Version 0.0.1.2 Mar 12, 2022
Download
Fading Away DEMO - Linux 0.0.1.2 196 MB
Version 0.0.1.2 Mar 12, 2022

Development log

Comments

Log in with itch.io to leave a comment.

The game is going to get some plot and narrative updates stay tuned.

I like the intro very much, i personally don't like 2D games, so i wan't say anything about the art,the gameplay looks promising, i wish you the best!!!

Definitely feels like a full fledged game and gives us that terraria x salt and sanctuary vibe. Really good intro and approach , and I think you could take the visuals one step further by adding depth of field to the background parallax layers. Great job and looking forward to the full release!

A full-fledged game? I'm really flattered, but this is only just a small part of my full plans for the game. =) There's lots more to come!

Hmmm I hadn't thought of using depth of field, but that is a really good idea. I had lots of issues with backgrounds (scale, perspective, etc.), so this sounds like a nice solution that could help with visuals.

Thank you for the advice!

good luck! I'm looking forward to the full release!

I relate a lot to what FlashEddieRocks said, so I'll try not to reiterate what they just wrote.

Here's three topics that I've chosen to rate this game out of.

Invoked Feelings of Hopelessness and Despair:

I love the emotion and hopelessness that the story invokes. It reminds me a lot of The Long Dark. Especially in the main menu when the piano starts playing, it's really sad and done in a way that's absolutely fucking beautiful. I think you slayed it on executing the main menu. I see very few games succeed in achieving this type of emotional atmosphere that the player can feel.

Gameplay Direction:

As for the goal/what to do, it felt a little directionless. I felt like I was given too much freedom and too little information to know what to do with it. You should try adding some hints or something to make it a little more clear on what to do. Maybe a mini tutorial kinda thing.

Also, it would be super helpful if there was a map button cause I often got lost and had no idea how to get to a specific destination.

Art:

The art style in the introduction dialogue was super cool looking, I kinda feel like the dialogue loaded a little bit too slow but that might just be me.

Generally, the art in the scenes had a cool feeling to it, but seemed a little outdated. I also had trouble reading the menu text cause it looks like it's half in another language or something. Don't get me wrong, I think it looks cool, it's just hard to make out what it's saying.

In Conclusion:

In conclusion, this game has a lot of potential and I look forward to see its full release. The atmosphere is done really well and its got an interesting story and great soundtrack. I think the main things that are holding this game back are the lack of direction and the gameplay art needs an overhaul. All things considered, this is a great game, just needs some work.

Thanks! The main menu theme is probably the only piece that remains from the first incarnation of the soundtrack (which was based a lot more in  synth, dark-electro, and drone) before it got switched to a professionally-made one lol In a way, I mostly just tried to encapsulate the idea of "smoke" into that song.

A tutorial is something that I've been considering, but I'm still trying to figure out a way to add it seamlessly into the game without detracting from the main game. I'm thinking of some kind of tutorial accessed through the main menu, but its all still on the drawing board, at the moment.

In what ways would you say the art seems outdated? In style, execution, or some other way? Admittedly, I do still have a lot to fix up for it, and some things are beyond my skill haha

Thank you so much for this really detailed perspective! It's great to learn more about what people like/dislike/want to see improved, and its also really satisfying to see people comment on my work.

I think the issue I had with the (in-game) art is that it's a little bit lower quality from cutscenes and other game art. So after seeing the main menu and cutscene art I was expecting something of the same level of detail from the gameplay. It's good on its own but when mixed with the higher quality stuff it's a little underwhelming. With a lot of the scenes (the ones with trees) it looks fine, but the background and grass when you first spawn in looks a little under detailed if that makes sense. Apologies if I came off as rude at all, just trying to be constructive.

(+1)

Its not rude at all. I just wanted an opinion on that subject, because I wasn't sure what you were referring to.

Artwork is something I'm trying to improve (in all aspects), so I definitely get the underwhelming part of it. Achieving cohesion in the style is still a goal, and finding that perfect middle-ground is what I hope to reach soon.

Thanks for the insight!

(+1)

Nice atmosphere but I had no clue what I was doing and wondered aimlessly through a few scenes before giving up finding only some amber.
In the browser were there back buttons for read me first and other screens? I ended up reloading.
The walk animation needs work as arms and legs should work together not separately and looked very odd. The running didnt look too bad.
Keep going - certainly potential there

In the current build, you can exit those screens with the accept action (F or Enter). I'll add Esc to that! Hopefully this helps =)

If you're looking for some direction, try searching for the city of Dormedon. It's a fairly straightforward path; just keep to the right, and you can't miss it. Of course, you could also try entering the forests and possibly find some other people inside...

Yeah, sadly animation is not my expertise, but I am getting practice every time.

Thank you for playing my game! I'm really grateful for your feedback.

(1 edit)

Interesting demo, I liked the talking and parallax, and the art is good.
I did get a few bugs though, like if I run into a new scene I can get stuck running and I found a scene (take the first sign, and keep going left) where you fall off the map and get soft locked.

Overall nice game, I'd like to see what It can be with more polish

Thank you for checking it out!
Would you be alright with explaining this bug a bit more through DM on discord? Specific area, point of fall, etc.?

Sol(us/ace)#8314

This was extremely impressive. I hope you will share your continued progress with me on twitch!

Thank you! I really appreciate the feedback that you and your community gave. I've already targeted some of the things you've mentioned in your stream.

Deleted 2 years ago