Combat is fast paced and introduces many mechanics to “rush” the player but we also give some breaks to release the tension and time to think the strategy through.
The game encompasses numerous elements that leave room for player experimentation. Deliberating on how we want to combine our skills, which ones to upgrade, how we will conduct battles, and which units to enlist in our army is a crucial element of victory.
"Incorporating 'death' as its core mechanic, the game aims to minimize the repetitiveness typically associated with it. We are using procedural generation and reactive dialogue options to achieve that.
Necromancers are mostly focused on their own goals but definitely aren’t good guys. Killing someone just to turn him into undead isn’t something new for them. This will lead to many controversive and surprising actions/decisions that player can take.
It’s not a friendly world to live in. Enemy interactions, spells, abilities and environment are designed to look brutal and repulsive while making the player feel like a powerful villain.
Uniqueness of the world is mainly created by Npc’s as they are very reactive to player decisions. Receiving quests, making someone enemy or ally and even turning them into playable characters is all a possibility.