Isles of Adalar
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Über das Spiel
We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.
MOD SUPPORT
Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.
Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.
ROLE PLAYING AND REPLAYABILITY
Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.
Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.
Systemanforderungen
- CPU: Intel i5-750/AMD Phenom II X4-945
- GFX: NVIDIA GTX 760 2 GB
- RAM: 16 GB RAM
- Software: Windows 7/8.1/10 (64-bit version)
- HD: 10 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
- CPU: Intel i7-4770/AMD Ryzen 3 2200G
- GFX: NVIDIA GTX 1080 8 GB
- RAM: 16 GB RAM
- Software: Windows 7/8.1/10 (64-bit version)
- HD: 10 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
Steam Nutzer-Reviews
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8 Std. insgesamt
Verfasst: 26.11.20 17:55
the reason for my refund is that the performance just sucks, like its super bad. and im using a pretty decent computer.
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24 Std. insgesamt
Verfasst: 26.10.20 10:57
Most of the content in the game should come from the users, right? (with modding)
For this I recommend a website with a detailed documentation.
Also I would like to see the following features and tools in the future:
• possibility for scripting
• compatibility with Nexus Mod Manager or other Mod Managers
• changeable models and animations for the character/npcs
I am very curious how the game will develop in the future.
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98 Std. insgesamt
Verfasst: 25.10.20 19:11
It have potential to be a good game but yes it's pretty much early access so mb wait a bit before u buy it can't recommend in the moment
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209 Std. insgesamt
Verfasst: 07.12.21 13:28
This hurts to write this review because the base of an excellent game IS here! Fully co-op supported, indie Elder Scrolls type of game with a proper built-in game editor? That sounds perfect for me and if this game was being worked on full time then I can see tons of improvements being made - however since the developer is working on the game part time and the asking price is incredibly steep I simply cannot recommend Isles of Adalar whatsoever especially when the updates are so glacial it will likely never get finished or even get past this initial starting point.
If this was a completely free and open source game where anyone can work on it and contribute similarly to games like Veloren and Sauerbraten, then I can see this really taking off in making lots of progress and gaining a decent following. But as it is now it's incredibly stagnant. I might continue to play around with the game editor and make a small little questline to get a little more out of Isles of Adalar as a creative tool rather than a game since it seems there is a lot to play with but considering how unintuitive and buggy that is, I'm unsure if I'll even stick with that.
There IS potential here for an absolutely amazing game but there's no way around it, this game is still nowhere near ready for release. Honestly if the devs are just gonna work on this part time then they should never have released it on Steam to begin with, rather they should have delayed it for several more years or even a full decade to get it to an acceptable, playable and enjoyable state where there's actually something to properly sink your teeth into. Because right now it's a load of broken nothing.
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65 Std. insgesamt
Verfasst: 10.09.21 20:17
If so, please support this game and please give it positive reviews so that the support base can grow and give the developers chance to thrive. This game has NOT been optimized yet so please keep that in mind! Consistent updates. Keep the updates coming!
You are playing what is essentially an Alpha stage game and it's got some amazing mechanics built-in. They added in workshop support and are building the game from the ground up to support modding/level-editing in a way no other game of this kind has so far. For that alone they are to be commended.
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12 Std. insgesamt
Verfasst: 27.08.21 05:47
I loved almost everything about the game but the combat was just too bad to move forward.
I swung my sword, nothing, no indication that I hit anything other then a drop in health. It felt like your sword just phased through the enemy, no reaction, no feeling of impact behind it.
Not even a sword swish . . . just emptiness.
There needs to be some type of satisfaction behind my attack or honestly don't bother with combat.
I'll probably revisit this in the future to see if they made improvements.
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68 Std. insgesamt
Verfasst: 21.08.21 19:18
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83 Std. insgesamt
Verfasst: 21.07.21 22:48
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75 Std. insgesamt
Verfasst: 18.06.21 16:12
I'm a fan of janky rpgs but there's just too much jank for me. The combat is unbalanced, animations are poor and at this point in time it just isn't fun. I wish the developers the best but I'm not going to be revisiting this for a good while, it needs ALOT of work
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89 Std. insgesamt
Verfasst: 18.05.21 17:06
An hour into a game isn't much, but considering only the tutorial is available, it's a significant chunk of the game today. That being said, what I've seen is fantastic for a game very early in its development. I'll get the negative opinions out of the way and then talk about its potential.
The Bad: The combat is clunky. Melee is hectic and you're thrown around a lot. It's difficult to track enemies and the lock-on feature is a bit too locked on; you can't really keep an eye on your surroundings. The physics just isn't there yet. Archery doesn't feel good at all and spell casting is more like a utility than an action. You can just hit a quickslot key and cast a spell without skipping a beat. It's effective, but it essentially means there's no need for a dedicated spellcaster at this point. Maybe a healer, but the way combat works right now, I don't see that as an enjoyable role. Character levelling seems open and flexible, which potentially allows for some very interesting and personalized builds, but currently, it doesn't feel as though your class matters all that much. My ranger seemed to be able to do pretty much everything right away. The dialogue is stiff; the writing definitely needs a lot of work. Crafting menus are sparse and there's no way to compare a craftable item with your equipped item without leaving it and opening your inventory. The only trader has no gold, so I have an inventory full of useless gear. The inventory interface isn't great, either, which compounds the issue. The tutorial popups do interfere with combat as the game doesn't pause (at all), so that's annoying, but minor... although I did die because of it. Gathering is simplistic with no animation (press E and you've mined ore). It's also difficult sometimes to target a crafting station if an NPC is next to it.
That being said, it's early access and most of these issues are likely to be addressed during development. Nothing indicates the game is going in a poor direction. In fact, I think it shows incredible potential.
The Good: The world is beautiful and feels unique, and it runs pretty well, considering it's an EA title. A few clipping issues, but what's there is mostly implemented well. While the story in the tutorial is sparse, it does suggest a really interesting world is being developed. Really, it's a tutorial, so that's fine. The flexible character levelling mentioned earlier has potential, if implemented well. I love the variety of weapons and armour, and the crafting seems like it will develop into a robust system. The fact that it's being designed with a built-in editor is the primary reason I decided to purchase it. I love the idea of taking an idea for a D&D homebrew and applying it to a game like this. Neverwinter Nights did this well, and I hope this game surpasses it. Quite a few of my friends play single-player RPGs, so this would be a great way to game together outside of TtRPGs. If development continues in the direction it's headed now, I think this is going to be a fantastic game. I'd love it if there was a DM function, where a DM could manipulate the world in real-time while others play. One can dream.
What I saw in an hour of gameplay was exciting and I can see myself getting quite invested in its development. I give it a 5/7.
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78 Std. insgesamt
Verfasst: 05.05.21 19:19
There are a few little bugs and parts that i think would make it better for immersion like directional sound in the correct place, animations of combat like splatters of blood or sparks when hitting armour, some additional loot spots and animations when at crafting stations.
All in all ;
- the map is of a large size with plenty of room for exploring, gathering & fighting.
- The Race Selection has new ideas other than Orcs, Elves ect.
- The Game is very well designed in terms of Layout & Level Building.
- Feels like Vvardenfell from ES 3 Morrowind, but not copied completely.
- Outfit / Armour design is very nice.
- The lighting & Foliage is very nice and makes the Isle of Adalar a very Picturesque game.
- And i have yet to try it, but i like the whole idea of the Co-Op side of it too.
This game is worth the money and could be the start to a series of games linked to this one that will become better with time.
Keep Doing what your doing!
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74 Std. insgesamt
Verfasst: 06.04.21 02:57
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71 Std. insgesamt
Verfasst: 15.03.21 21:46
Combat is meh, even worse.
This game is a total rip off of elder scrolls game, you guys even use some of their assets... I mean come on, you can do better and I hope do.
Please force me to change my review!
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42 Std. insgesamt
Verfasst: 02.03.21 21:39
First off, the animations are bad. Like distractingly bad. There's also a weird jank when you jump, which im not sure why is even in the game seeing as how the height is so low you cant jump over anything.
The character creator is not good either. I would take oblivion's over this any day. the menu's for it are a mess and confusing once you get past the appearance part. none of the stats explain what does what, i'm assuming derived stats might be involved but again nothing is explained.
the tutorials are presented in a weird way where it rips you out of the camera into a new one and shoves a big text box in front of you. Also the game doesnt pause so hopefully you arent in a fight when something like this pops up.
Theres also next to no content here. and for a $20 CAD game thats not acceptable, especially put next to a game like valheim at the same price point.
I mean the whole game feels duct taped together and clunky. It's clearly a custom engine built for the level editor i had no interest in and nothing else. They use some unreal/unity marketplace assets but i guess not for animations. The one thing the game has going for it is it's environmental atmosphere but even that wheres off fast, everything blurs together and nothing grabs your eye. I mean i could go on.
This game is pre alpha at bestand a concept pitch at worst and shouldn't be on early access for a while IMO.
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31 Std. insgesamt
Verfasst: 27.02.21 18:08
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72 Std. insgesamt
Verfasst: 26.02.21 13:43
if i got this right, the devs are developing an editor alongside the game. i would suggest to concentrate on the game first and make it fully playable and work on that editor afterwards. but that's just my opinion.
keep it up! this is going to be exciting!
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20 Std. insgesamt
Verfasst: 30.12.20 11:37
I was willing to give this a shot, knowing it's early access and has a long way to go. It's too early for early access. Visually, this reminds me a lot more of Morrowind than Skyrim, but there isn't really a comparison to either, it's too far behind both. This is in a stage that should only be used for internal testing. I didn't play nearly long enough to see any major bugs, just bad graphics, unbalanced environmental sounds, bad implementation of controls(stuck in third person for no reason until an npc comes to you, then forced to first person?), inexplicable swimming (can't keep your head above water?), ability to see better through water when you aren't in it than when you are, awful character customization, and weird collision with objects that you aren't next to, and apparently can't be any closer to. Maybe come back in a year or two.
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149 Std. insgesamt
Verfasst: 22.12.20 03:36
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25 Std. insgesamt
Verfasst: 18.12.20 20:57
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6 Std. insgesamt
Verfasst: 30.11.20 23:12
but I can't recommend it in the current state. It's really just a prototyp.
The combat system is unfinished.
It's buggy
some animations look janky
...
Pls wait before buying this game. I hope that the devs and the modding community are going to build a great game.
P.s.
Hey Devs, I think a great monetisation besides Steam is Patreon for you.
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303 Std. insgesamt
Verfasst: 20.11.20 18:44
Instead of focusing on building the game, its obvious a lot of time went into making the editor easy to use so content can get created quickly, so I'm sure we can expect once content starts dropping, for it to come out pretty fast. Some polish and optimization needs to be done, but for the most part all the systems are already in place it seems like.
The best part about this editor is it is already in the game, and it is an AMAZING tool. You can edit pretty much anything and open existing maps and see how they are doing it. I see what they are going for here, and I really hope this game gets traction closer to release. The elder scrolls/fallout modding community will feel right at home here, and the easy of use compared to creation engine will allow for some outstanding custom content.
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89 Std. insgesamt
Verfasst: 17.11.20 00:50
Super promising game, really hope they invest more time into it. Right now in its current state it's not worth the money. Once more updates come out with more polishing and actual questing, I will come back to this review.
The things that need to be fixed/ addressed:
1) walk speed. If you're not sprinting, you might as well be standing still.
2) polishing. There's a TON of polishing this game needs to just about everything aside from the landscapes.
3) combat is lackluster and a lot of the weapons don't deal any kind of damage.
4) finally, the content. There isn't anything to do in the game really at the moment, and the one quest you can find doesn't allow the quest to be tracked and there is no way to figure out where the quest is on the map. There aren't very many chests or friendly NPC's, and there isn't a town with a vendor that I found.
Like I said, very promising, but in its current state is just... meh.
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30 Std. insgesamt
Verfasst: 05.11.20 03:38
Combat is clunky and unresponsive
Graphics are pretty bad, especially the sky textures and character models and textures
Character animations are really bad.
Needs A LOT of polish before I could recommend.
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630 Std. insgesamt
Verfasst: 04.11.20 13:47
With all that being said, the game delivers on it's intended purpose almost flawlessly. You can generate a level (Island or dungeon) design it completely as you wish and i don't even want to go into detail, about how in debt you can go with everything. NPC behavior, quests, factions, world building, what areas of the map have what sounds or music, light sources. (Probably) Everything that exists in a engine for making games exists within this games editor. I haven't found something i haven't been able to do yet. And the best part about all this? You can continuously expand you world, you can keep making new levels and link them together by using something called portals.
It's amazing how they have simplified everything it takes to make your own game. But again all this is nowhere near done, but the idea behind this game is incredible and for 2 people to make all this on their own is enough for me to want to support it. This game is clearly a passion project and i am excited to see the future of it. especially with modding support.
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69 Std. insgesamt
Verfasst: 23.10.20 00:20
Feels like a good foundation has been laid for what could be a great game.
Overall feels and plays fairly smooth.
Combat is a bit clunky and buggy. (Arrows didn't seem to do any dmg) but overall I like the feel and concept.
Music and sounds were actually not bad.
Animations are weird at times. (turning in 3rd person especially bothered me. Legs look like jello.)
In 3rd person the crosshairs are off. Combat is def easier in 1st person right now.
Can auto aim with auto target feature. Good or bad decide for yourself.
Graphics are not bad. Looks better than Morrowind imo not quite skyrim though. Actually looks better on medium right now. Ultra makes everything look blurry.
I weighed whether to refund or not simply because I don't have tons of money to spend on games and have to be selective but all in all I believe they have the potential for something really good here.
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192 Std. insgesamt
Verfasst: 23.10.20 00:19
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116 Std. insgesamt
Verfasst: 22.10.20 23:41
A nice extra is that we can build our own world. Really nice.
Here a gameplay video: https://www.youtube.com/watch?v=SDdZ-VgXMCk
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Release:23.10.2020
Genre:
Rollenspiel
Entwickler:
Peakway Software LLC
Vertrieb:keine Infos
Engine:
Unity
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
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