What is Realms of Magic?

Realms of Magic is a 2D sandbox roleplaying indie game set in a classic western fantasy universe. Immerse yourself in the game’s compelling single player mode or dive into the diverse multiplayer mode.
 
Realms of Magic combines the best aspects from a multitude of genres, boasting the lively setting and character development of an RPG, alongside the creative freedom of a sandbox game, with the twitch based movement and combat from an action platformer to city building and management from strategy games.
 
 
The main idea behind this game is to give the player free rein over the creation of the world and character; the only boundary in this game is your imagination.
 
The inspiration behind the game comes from a mixture of Skyrim and Dwarf Fortress, presented in a Terraria-like sandbox.

 

Game setting

Realms of Magic universe has everything you could expect from a fantasy setting: dwarves, elves and orcs battling one another; undead, demons and dragons ravaging villages and cities; mythical monsters guarding ancient ruins full of gold and magic items.
 
Life isn’t easy in the Realms. Common people live in harsh, deprived conditions, their lives are often cut short due to the perilous nature of their work. Nobles, rich merchants and kings, live in luxury, exploiting the common people for power and wealth. Thievery, murder and corruption run rife in the realms, slave trade is demanded and legal in most regions.
 
Our universe is inspired by many other great universes like Tolkien’s Middle-earth, D&D’s Forgotten Realms, Warcraft, Elder Scrolls and Game of Thrones.

Do whatever you want

The main goal of Realms of Magic is to let you the player do anything you could possibly desire in a fantasy game.
 
Fight for good and become a hero or play mercilessly as a villain. Become an adventurer, be a man of the people, protect the commoners from bandits. And why not delve into the crypts and ruins to find out what treasures await.
 
Should you want to be purely evil, play as a necromancer, create enormous armies of the undead ready to strike at your whim. This game offers you the experience you want in a game, an experience you can control and change instantly based on how you want to play.
 
If you wish, you may even live the life of the everyday hard working commoner.

 

Character development

There is no class system in RoM. Instead there are skill trees such as Archery, Dual Wield, Light Armor, Frost or Demonology. This system fully allows the player to tailor their skills to their particular needs.
 
Do you want to be a heavy armored battlemage who uses a huge two-handed axe when enemies get too close? Maybe you want to play as a sneaky rogue using psychic magic to control his opponents? Or would you like to create an unarmed and unarmoured monk who utilizes martial arts and mobility to overcome challenges? Realms of Magic provides you with a wide range of tools in terms of gameplay and character customisation.
 
With about 30 skill trees there are thousands of possible character combinations, but that’s not all. Every tree contains dozens of different perks, adding another layer of customisation to your character.

 

Create and manage your city

Building and managing your own city is one of the core features of our game. You can create your own settlement from a variety of resources, or simply take over an existing one and claim it as your own. 
 
Tired of chopping down trees or mining for ores? No problem! Just simply recruit some miners and woodcutters and they will do it for you, whilst you continue on with your adventures; however, they won’t work for free, in exchange for their service you need to provide them with food or pay them. Over time you can build a self-sufficient settlement and employ more advanced NPC’s, such as enchanters and alchemists.
 
However, players beware. The richer and more prosperous you town is, the more tempting of a target it is for enemies. So, ready yourself, hire some guards, build fortifications and prepare for enemy invasions.

 

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Blog post #3

Zakharn 2017-04-24 14:43:29



Hey!

For the past two weeks our progress has been slowed a little bit by Easter Holidays, some of us took several days of leave. However, we still managed to do a lot in that time.

Our design team continued work on big tasks we’ve been working on for the past weeks. Ansambel is working on world generation and professions, while Omadan is designing and writing randomly generated quests. I have been doing some design on professions’ GUI. Piotrek has been working mostly on fixing animation bugs that occured when we converted them from Spriter to Blender. He also drew several armor sprites and did some changes to the plants.

We’ve been also working on recruiting a Level Designer. This recruitment process has been definitely the hardest one we’ve ever had. Usually we clearly knew which candidate was the best. This time it’s not so clear as we have many good candidates. However, we are almost done and we will end this process this week.

Speaking about recruitment, we’ve been lately figuring out legal stuff related to working with someone outside of European Union. By someone I mean the composer we believe to be the right fit for our project. It turns out that laws in Poland are pretty complicated in our specific case, some of them are even contradicting each other. We are hoping to sort this out as soon as possible so the composer will be able to start scoring his awesome music.

That’s all for today, have a nice week!0 comments

Blog post #2

Zakharn 2017-04-11 04:50:46



Hello!

This week’s update is focused on the programming side of the development. We are about halfway done with versions 0.3 (Core Gameplay) and 0.4 (Polished Gameplay) - which together should give us a playable version with the most core features of our game. We are aiming to wrap those versions up by the end of this month.

Manwe has been mostly working on basics of many systems which we will expand later on. This includes combat, AI, implementation of creatures and world map system. He also checked out some smaller features like thumbnails (dropped items), building and destroying rules and physics bug proofing. He only has two small tasks left in versions 0.3 and 0.4 but we will most likely postpone them so we can start the final touches on our quest and dialogue systems (version 0.5) - mostly related to random generation of quests.

Luke has crossed out some tasks related to rendering - optimization of lighting and world rendering and selected item and NPC highlight and outline. He also implemented and tweaked basic animations like running, jumping, building and mining. The next big thing he will be working on is an ability to display clothing and armor on characters. After that he will only have two more tasks to complete in 0.3 and 0.4: z-indexes and background changes. Z-indexes are responsible for what’s first drawn on the screen. We need to have a system that will sort all the sprites so that they will be displayed in a correct order.

Kurigalzu is working on the second part of the location generator. The first part is focused on terrain generation, mostly mountains and blocks distribution, including ores. The second part consists mainly of cave systems and distribution of flora and fauna. There will be a third part later on focused on random buildings and dungeon generation. The cave generation is almost finished, this week he will move to distribution of plants, creatures and NPCs. Once he finishes this feature, he will start working on combat system in version 0.5.

Vermox is working on professions. The are four main tasks related to them: plants and trees, professions system, implementation of different item types and GUI for professions. Plants and trees are pretty much done, the player can plant them, they will grow and after they’ve grown, the player can harvest them. Professions system is also mostly complete, the player can get experience and level them up, bonuses, formulas and curves are already implemented and fully working. All that is left to do in this task is to implement crafting system. The third task to is implement and integrate with Modder all new item types that are required for professions, like crafting stations, seeds, tools etc. The final part is creating GUI for professions, which will consist of two windows, one for the list of professions with their current levels and experience bars, and the other one for crafting professions.

That’s it this week, see you in the next Update Monday!0 comments

Blog post #1

Zakharn 2017-03-27 15:52:40



Hey!

We are wrapping up recruitment process for a Level Designer, we will most likely finish it by the end of next week. We’ve also found the composer for our game and we are pretty much set up. We will let you know who he is when we finish all the paperwork and when he’s officially part of our team :)

Our programmers are working on versions 0.3 and 0.4, we’ve already crossed some smaller tasks out and started work on bigger features like professions system and location generator.

Design team continues work on things we’ve talked about in previous updates, Omadan is focused on randomly generated quests and Ansambel is working on the world generator and professions.

Piotrek, our pixel artist, recently finished sprites for plants which will be used for alchemy, his next big task are animations, both for characters and creatures.

This week’s update is a little shorter than usual, a bigger update is coming next week!0 comments