Rite of Tephra
A downloadable game for Windows
How long can you survive the Rite of Tephra? Explore dangerous caverns with your grappling hook while fending off swarms of unrelenting monsters!
Action - Role Playing
Gain experience, level up, and customize your character to suit your play style by distributing points among the four primary attributes:
- Might: increases raw damage output and knockdown resistance
- Vitality: increases maximum health and slightly bolsters healing potency
- Agility: determines critical hit chance, speed, and accuracy
- Intelligence: greatly improves healing potency, increases experience gain, and improves various utility abilities
Your attributes affect more than just your combat performance. While subtle, many aspects of character movement are also driven by stats like speed. Feeling lost? Maybe some points in intelligence will help point you in the right direction. Tired of getting pushed around? Might should do the trick.
We also wanted death to have tangible consequences without being overly frustrating. As such, dying strips you of your wealth, unspent attribute points, and any experience progress to the next level. However, your current dungeon progress and spent points are all saved. To recover what you have lost, you just need to find your corpse! However, you will permanently lose those things if you die again before recovering, so tread carefully and watch out for falling rocks!
Procedural Content:
Every experience is unique and no two levels are identical. As you delve deeper into the caverns, they will steadily expand and become more labyrinthine. The harmony of the music is generated along with the shape and color of the caves, and changes as you move through it!
Every enemy has procedurally generated stats, which in turn determine their behaviors and abilities. Enemies relentlessly hunt down the player using a sophisticated artificial intelligence system that combines of conventional path-finding techniques and custom dynamic obstacle avoidance algorithms. This system allows terrestrial enemies will crawl on walls and ceilings to reach you and airborne enemies home in on your position like heat seeking missiles.
Grappling Hook
Did we mention that you have a grappling hook? Use it to traverse the caves in style, rappelling down cliffs or ascending to new heights with ease. Smack against a stalagmite and go rag-dolling! Target distant monsters to reel them in for a quick kill or pull yourself to them for a free ride.
Early Access
Since the game is still in the early access phase, we didn't want to force you to buy an incomplete (and potentially buggy) game. If you want to help complete Rite of Tephra, please consider donating! Donations will keep development running smoothly, allowing us to flesh out the story, include more features, enemies, levels, sounds & music, and help us stomp any bugs.
About Us: Platypus Games
We are two brothers who love using our technical and academic backgrounds for nefarious purposes: namely, developing games.
Will Hembree: programming, character, enemy, & vfx design, and procedural props. Background in mechanical engineering, materials science, and visual art.
Paul Hembree: programming, sound design, procedural terrain and music. Background in composition and computer music.
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | PlatypusGames |
Genre | Adventure |
Made with | Blender, Adobe Photoshop, Unity, Substance Painter & designer |
Tags | 3D, Action RPG, Dungeon Crawler, Exploration, Fantasy, Hack and Slash, Procedural Generation, Roguelike, Singleplayer, Third Person |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller |
Download
Click download now to get access to the following files:
Development log
- update 0.19 is finally out!Nov 23, 2019
- Patch Notes: 0.18 "Pumice"Aug 07, 2019
- Patch Notes: 0.17 "Pumice"Jun 26, 2019
- Patch Notes: 0.16 "Pumice"Jun 20, 2019
- Patch Notes: 0.15 "Pumice" - Tutorial Level!Jun 19, 2019
- Patch Notes: 0.14 "Pumice"Jun 15, 2019
- Patch Notes: v0.13 "Pumice"Jun 12, 2019
- Patch Notes: 0.12 "Pumice"Jun 11, 2019
Comments
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Hi mate! How are you doing? Still developing? :)
Just discovered the game, loving the concept! Hope you didn't give up!
I love this concept, the cool lighting combined with the grapple mobility makes game play unique every time. The flying fire-shooting enemies are a little too tough, it might help to have an arrow or indicator telling us where those monsters are. I like how the lightning fires out of the obelisks and the cool end of mission effects. Keep up the good work.
Thanks for your support and feedback! Off-screen indicators are a great idea! I can extend our existing targeting indicator system to include indicators for all nearby hostile enemies. In the next patch cycle, we will unleash the inventory system, procedural weapons, and (eventually) new enemies. As such, you can expect a lot of balance changes, including your suggestion. Along those lines, was there anything specific about the flying enemies that make them difficult? I could adjust their AI and flight behaviors to make them easier to fight. Cheers!
My only thought to improve the flying enemies would be stunning them to be on the ground if you can hit them with a grapple shot? Thanks!
Hey guys! I took a look at the demo you have here and I really think your ideas are fantastic, all these pieces could work together beautifully! However, the experience lacks a real core at this point and it makes the overall gameplay loop feel a little haphazard. With some refinement, to the combat especially, this could be awesome! Keep up the good work!
Cavernous Clusterf*ck, I love it! Thank you so much for your video review!
I didn't think about skipping the tutorial in the middle of it based on following the instructions... Which is honestly just embarrassing. The whole info dump was meant as an interim thing for the early access while I can sort things out with a tutorial level.
Combat is definitely a work in progress, obviously. I'll get to work on changing the dodge functionality, since double tapping annoys me, as well. However, target lock is in there, but requires you to press the middle mouse button with a target selected. Similarly, grappling enemies requires targeting them. From your video, I also just noticed that you don't take damage while rag-dolled... So yeah, clunky is probably an apt description.
I'll forward your comments about the sound design to Paul (he does the audio and sfx). While the sounds themselves are out of my hands, I agree that the enemy attacks could use more obvious "tells" aside from the animation wind ups. Using sound to do so is an excellent suggestion. I may also use enemy lighting effects to indicate attacks (e.g. the glowing pattern on the pillbugs will pulse brightly prior to an attack). That type of indication is already implemented on the fireflies, but is easy to get lost when sh*t hits the fan and a million enemies pour out of the woodwork. Adding more sounds to the mix would certainly help.
Speaking of a million enemies. Balance... yeah. It's incredibly useful for me to see how other people play the game, so I can't thank you enough for posting a video. As the one who developed the character controller, combat systems, and enemy ai, it's good to know what is and isn't working from someone without bias or hundreds of hours of play testing. Your comments about the single enemy focus stands out to me for that reason. For the time being, I may have to simply turn down the number of enemies while I tackle the rest of the issues.
The performance issues are something that I haven't had many chances to get real feedback on, beyond what I can self-inflict. Along those lines, it would be helpful for me to know (generally) what your PC specs are so that I can at least use that as a benchmark for the performance issues. One thing that I've noticed is that some of the post processing effects we use can lead to pretty poor fps. There are some in-game sliders to adjust or disable those effects, but I may disable them by default based on your input. In my experience, screen space reflections and motion blur lead to the biggest performance hit. However, toning down the number of enemies will certainly also help with performance. You didn't even get to the really big caves, which is a little concerning.
In any event, thank you so much for the criticisms (you're our first review!), and we'll do our best to improve Rite of Tephra using your input. Cheers!
Always overjoyed to hear when the feedback is of such use!
I am running a twin 1080ti with an i7-6800k and 32GB of RAM, but also running two instances of obs and adobe character animator. So that might be a weird point of comparison. Though I don't usually drop frames on things like Anthem or Warframe, so who knows?
I'm about to enter school for game design, so it means a lot to hear that my feedback is useful :)
Whoa, that's quite a rig. I'm a little jealous. Slows down for me using a single instance of Obs, but not below 30 fps unless I'm in massive caves (using a single 680ti, i7-2700k, and 16GB RAM).
Nevertheless, I'm currently working on some performance improvements that will go in the next patch. Reducing the number of enemies kills two birds with one stone, since they are pretty performance heavy and doing so addresses your concerns about combat vs too many monsters. That, along with some changes to the post-processing effects, prop density, particle effects, and some UI systems should round off the first wave of performance adjustments.
Good luck with school! Getting into game development reflects a big industry change for me (I studied mechanical engineering) and I certainly wish I had taken some courses on game design before diving into my first project (this). Janky-animations and bugs notwithstanding, I'd be happy to answer any questions regarding game development in Unity!