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Post Natal #10 – Battle of the Heodenings – part 2

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Hello survivors! Time to talk about one other big feature of the second DLC of Dead In Vinland!

So, last time I teased you about another feature of the Endless mode, the now famous Battle of the Heodenings mode (yes, we couldn’t find anything shorter… just call it Endless mode like everyone else ^^)

In fact that’s something that was asked by the community, even since Dead In Bermuda… So it was high time we did it!

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Choose your character

That’s right!! In the second DLC of Dead In Vinland, you’ll be able able to start a game in this mode with any four characters you want! Since we don’t have any storyline or whatever in this mode, we can do it more easily (with the story, it was just impossible without completely changing the game). You’ll now be able to play with your ultimate girl-only survival team if you want <3

When starting a new game, you’ll have to choose any 4 characters you want.

But we didn’t stop there…

You have a new starting option for this mode that will define your characters’ stats:

  • Generated like in the story mode: they will have the same generation algorithm, so the same overall skills and traits.
  • OR, Randomly generated: the game will follow the same generation rules than in the story mode (ie. the same amount of total skill points on every character), but all their starting skills and traits will be procedurally generated! It can lead to wtf situations where Knut has 10 in Strength and 80 in charisma, but who cares ^^

In fact the random mode is really fun to play for veteran players, because you can’t rely on what you know about the characters! You really need to find new synergies and an efficient way to use your characters.

Of course random mode can lead to easier or harder runs, but well, it’s the rogue-likish component of Heodening mode.

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Customize your characters

But we didn’t stop there…

And what if you could customize your own little team of survivors? YES YOU CAN!

We didn’t want to have just a new random mode where player would re-roll and re-roll again and again until they get what they want… Now, in the DLC, you can customize all the characters you’ll recruit into your camp!

Let’s take a look at how it works ingame:

Any time you want to add a character to your camp, you can first check his/her starting skills, traits, and fighting skills.

On these pages, you can spend 1 Orichalcum Bead to customize the starting skills of this character. You don’t have to recruit him/her right away, his/her skills will stay like this until you recruit him/her. You can also customize again and again the same character, even if it’s not really recommended since Orichalcum Beads are rather hard to get (you start the game with some to customize your starting crew).

When you click on Customize, you enter this screen :

Here, you’ll be able to spend 120 points on Innate skills and 300 points on Acquired skills.

You can see that Innate skills can’t be lowered under 20 points each, and Acquired skills under 10 points. You also have a 80 high cap for innate and 40 for acquired. These are the same rules used in the random generation. This is meant to avoid a bit of min-maxing abuse (although you can still min-max pretty good…)

Two things to be noted:

  • In the system generation, be it default or random, we still add on top of this generation a random factor on Acquired skills (a value between -10 and +10), to make some little variations. That’s how in the story mode you can end up sometimes with Blodeuwedd having more Crafting skill than Eirik. Of course, that means that sometimes you get a bit more points total, and sometimes a bit less… But having a bit more points in skills that are useless for this character… it’s not inevitably better. That’s why if you customize your character, you won’t have this random factor on top of the points you spent. But since you chose how you spent them, it should be in general better than even a good luck on random generation.
  • In story mode, all the characters globally respect these rules, but not every one exactly. There are some exceptions, that makes sense balancing-wise. So don’t be surprised if you can’t do the math, there ARE in fact some discrepancies 😉

You can also spend 1 Orichalcum Bead to customize the starting Traits of the character :

The game will let you choose 1 Trait between a choice of 5 for all the starting Traits (historic good and bad, and the 3 random bad ones)

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New strategies

Since Orichalcum Beads are rather rare (even in the DLC), I think one of the good challenges of this new mode for the players will be to decide if they should spend one to customize a character before recruiting him/her, or roll with his/her starting skills.

All in all, you should have plenty of new ways to play the game: do you want to go endless in the same setup as in the story mode? Do you want total random and roll with it? Do you want to create your team of ultra specialized survivors? That’s up to you!

So yeah, to conclude, you’ll have 4 camp slots at start. You can kick out whoever you want anytime and replace them with one of your remaining characters in the same way you chose the starting members. Beware though, kicking out is definitive, and if you lose ALL the characters, it’s game over. It’s not meant to happen soon though, you have a stock of fresh characters waiting to be recruited only 1 click away ^^ Just be careful to not lose all the characters in your camp at the same time, because it’s game over too ^^

 

Next time: I’ll talk to you about the new features of the free 1.3 patch that will be released alongside the DLC! It’s the last major patch we’ll do before a while (maybe the last one ever?), but don’t be sad, you’ll have good value for your money free!

 

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #10 – Battle of the Heodenings – part 2 appeared first on Dead in Vinland.


Post Natal #11 – Linux Version

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Hello survivors !

So, a small update today. We’re still working on the DLCs of Dead In Vinland, and we’ll be able to announce a release date after the holidays 😊

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Linux Version

However, we still wanted to give you a little something in the meantime. We’ve been asked several times for a Linux port of Dead In Vinland. It was very hard to do right at release, since we were very busy with the launch, the post-release patches, the DLCs… But our programmers still wanted to make it at some point 😊
We’re very thrilled to finally release the linux version of Dead In Vinland!! This version is only available on Steam.

Right now, it’s only in the test branch. There might be some bugs hidden here and there, so please tell us if you encounter any bug or issue with this version, and our programmers will happily look into them 😊

To opt into the Public Linux Test Branch:

  • Right Click on Dead In Vinland in your Steam Library
  • Select Properties
  • Select BETAs tab
  • Select “Public Linux Test Branch” from the Drop Down Box
  • Close the Properties Window
  • Install the Game if it isn’t installed already.
  • If it is already installed restart Steam if the game isn’t currently redownloading (restarting should trigger an update to the game)

 

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #11 – Linux Version appeared first on Dead in Vinland.

Post Natal #12 – Free 1.3 Patch + Release date!

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Hello survivors, time to talk about the 1.3 Patch!

We’re approaching release time! Let’s talk about the content of the FREE 1.3 patch coming live at the same time as the second DLC of Dead In Vinland. We are slowly coming to the end of what we possibly could implement into the game, so this patch should be the last major one.

Honestly we totally went over the budget we had in the first place… but well, we wanted to go as far as we could with the concept of Dead In Vinland. We hope that in the end, it will have a lasting effect on sales and that the game will eventually reach balance, but that’s the subject of another blog post that I will make for the 1-year anniversary of the game’s release.

But yeah, when I look at what is the game now and how it was when we first release it… There has been quite an amount of major improvements that I’m really proud of. After the 3rd DLC is released, I think I’ll be able to call it complete!

But enough of that, let’s look at the features… There are actually 3 new major free features included in the 1.3 patch:

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Advanced Difficulty Options

Okay… Let’s get to the REAL THING. Dead In Vinland has A TON of parameters running in the engine that we set up. We can’t possibly make it moddable since it was not something we anticipated from the start. BUT with this, you’ll really be able to tailor your experience how you see it.

We added not all but a lot of parameters that you can fiddle with, making your game extra hard or extra easy. We tried to give you the freedom to go very extreme in the parameters, so it’s very experimental: don’t complain if you set-up some crazy things ^^

We thought it worked well with a new endless game mode, but you can also use this to make the story mode easier or harder with the patch.

With that, you will be able to:

  • Modify how the states increase/lower each time. You could for example play a game where the characters don’t get any Fatigue at all, but they get twice the amount of Injury and Disease.
  • Modify how the states impact the skills: you could make it so the characters’ states don’t lower the character skills, of have twice the impact.
  • Modify the random value affected to Acquired skills at generation: choose 0 to have less random, 100 to have crazy numbers.
  • Modify the number of bad starting Traits: you could start a game with 0 random starting Traits, making it fairer to every character.
  • Modify skills and general XP bonuses. You could make a game with skills that don’t evolve at all on each use, but you get twice the general XP, making it a game around level ups!
  • Modify the number of Level Up Traits you get to choose from each level-up. If the random factor of level-ups annoys you, you could set it up to 100 and get the choice to customize your character freely.
  • Change the resources gains, the crafting speed, the exploration speed.
  • Change how fast camp stations lose condition, and how fast Natural Resources lower and regenerate.
  • Remove the chance to have special Traits when using camp stations, or double the chance to get one, and change the value of “Depression Crits”.
  • Make the diseases more or less frequent, and make them harder or easier to heal.
  • Change the chances that each character will get Dehydrated each night (I personally advise setting it to 100% chances), and change the way water rationing works (yes, you can revert to the initial values that were a bit harsher than now)
  • Adjust the chances of food rotting overnight. You can make everything un-perishable ^^
  • For Heodening mode only: Modify the number of days you have to wait between Tributes, and the difficulty of Tributes amount asked.
  • Change the animosity gains. You could make an endless game by removing them completely.
  • The chances of getting fights. If you don’t like our battle system (and it makes us sad), you can remove the battles! (not recommended: battles are an important way to get loot!)
  • Give you a boost of chance to succeed skillchecks… You know, those nasty 3-in-a-row skillchecks you have to succeed in Rune challenges? 😉
  • Some other parameters for Heodening mode: the delay between map resets, and the pace at which the battles will increase in difficulty.
  • And finally, one set of options that I’m particularly proud of: you can completely modify the probabilities each weather has to appear, depending of the current weather… Very cool! You could make an island where it constantly rains, or where there are no storms, etc… You’re a real god now!

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Intelligence Skill rework

This is directly a consequence of the new customization options of the Battle Of The Heodenings mode that we included in the 2nd DLC, and this is something I wanted to change for a while. The Intelligence skill didn’t have much use, apart for the skillchecks in exploration mode (luckily, we used a lot of Intelligence skillchecks, so it was not a wasted skill). Now that you can freely distribute your skillpoints at character creation, we couldn’t allow ourselves to have a sub-par skill like that, that could easily been overlooked to max-out other skills.

So! Now Intelligence will give a bonus/malus on skills XP gains. The more a character is Intelligent, the more they will learn from their experiences and the faster they will get better at doing their activities.

Since skills level-ups give general XP, Intelligent characters will also tend to progress their levels faster, learning useful Traits along the way. So yeah, it’s definitively a skill that has some value in it, and that could lead to some interesting XP focused builds.

ui_goldenarrow_offStats screen in character sheet

Oooh… How I love this feature! To talk a bit about me, I have some kind of statistics fetish… When I see character statistics in a game, I can’t help but become instantly excited. I think I could buy a game just for a well-presented stat screen x)

I feel that many RPGs and tacticals are lacking a lot in character stats, that’s a shame because stats tell a lot of good stories that you can share and compare with other players.

So I pestered Raoul and Thomas (our programmers) day and night so that they would implement a nice little stat screen in Dead In Vinland. They accepted to implement a stat screen on game over to appease me, but now that we had this nice little stat screen, why not have it during a playthrough?! I whined, I yelled, I bribed… And now we have it! <3

Look at this beauty!

Now you can easily check that Lady Tomoe nearly died of Fatigue, so you should take care of her! Poor Lady… Doing all the work by herself while the others have fun in the Tavern… No wonder she always looks so grumpy.

 

Phew! That’s all! As you can see, you clearly can make the game less RNG prone, or more, depending on your setup. We hope you’ll have fun playing with all these settings!

It’s a bit of an “expert” mode, so if you find some good set-ups, don’t hesitate to share them with other players!

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Release date!

We know it’s been a long time coming, but we finally has a release date! The second DLC for Dead In Vinland will be available on January 24th, so that’s next week!! 

 

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #12 – Free 1.3 Patch + Release date! appeared first on Dead in Vinland.

Post Natal #13 – Survive in “Battle Of The Heodenings” + Switch Version!

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Hello survivors! It’s finally here! The DLC “Battle Of The Heodenings” is finally available!

Today, we’ll go through the main features of the new DLC, and we’ll also present the patchnotes of the 1.3 patch!

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This mode redefines one of the main goals of Dead In Vinland: survive. Now, you are free to choose your team to survive as long as possible, in this endless, sandbox-y mode!

 

Batte Of The Heodenings

When choosing a new game, owners of the DLC will be able to choose either “Story mode” or “Heodening”, which will launch the endless mode of Dead In Vinland.

 

Choose your character

When starting a new game in Heodening, you’ll have to choose any 4 characters you want. There’s also a new option that will define your characters’ stats:

  • Generated like in the story mode: they will have the same generation algorithm, so the same overall skills and traits.
  • OR, Randomly generated: the game will follow the same generation rules than in the story mode (i.e. the same amount of total skill points on every character), but all their starting skills and traits will be procedurally generated!

 

Customize your character

Any time your want to add a character to your camp, you can first check their starting skills, traits, and fighting skills. If you want, you can spend 1 Orichalcum Bead to customize their starting skills. You don’t have to recruit him/her right away, his/her skills will stay like this until you recruit him/her. You can also customize again and again the same character, even if it’s not really recommended since Orichalcum Beads are rather hard to get (you start the game with some to customize your starting crew).

Here, you’ll be able to spend 120 points on Innate skills and 300 points on Acquired skills.

You can see that Innate skills can’t be lowered under 20 points each, and Acquired skills under 10 points. You also have a 80 high cap for innate and 40 for acquired. These are the same rules used in the random generation.

You can also spend 1 Orichalcum Bead to customize the starting Traits of the character. The game will then let you choose  Trait between a choice of 5 for all the starting Traits (historic good and bad, and the 3 random bad ones)

 

Trade with the Gods

Now, you can trade with the gods in exchange of Orichalcum Beads;

  • Loki sells useful items (Fire Crystals, Ancien Knowledge and Tinder)
  • Freyja gives temporary powerful blessings or instant healing
  • Thor gives temporary battle buffs.

 

The tributes

Now the tributes are endless: they start right away, and every week Elof will come ask for the tribute. The dialogs are at their minimal, and always the same: you’ll be able to pay him the exact amount asked, 25%, 50% or 75% of this amount, or 125%, 150% or 175% of this base amount (or nothing at all). Of course, if you give him more or less than asked, the Animosity gauge will still change accordingly. You’ll still get retribution events every 10 steps of the gauge, and if you reach 100% animosity you’ll lose the game.

 

The map

To make the game truly endless, we’ve reworked the map for this mode. Every number of days (for now, it’s 25), all the empty cells of the map will regenerate a random content.

 

Fighting

Now the enemies you will face will automatically get an increasing number of random Traits the more days you stay on the island.

We also made a new encounter’s table: you may fight harder stacks early on, but they will have 2 bad Traits until a few dozen days have passed.

You may also encounter one of the 5 boss fights in the game.

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Patchnotes

 

NEW LANGUAGE!

One of the most requested language by the player is finally available! That’s right, Dead In Vinland now fully supports:

  • Russian (Community translation. Thanks A LOT to our awesome russian translators: Gedo, Barley, Egor, Kerrael, Xippy, Suzakua, Alex))

NEW FEATURES

  • Advanced difficulty options (for all game modes): modify A TON of parameters to customize your playthrough. See full list here:
    • Modify how the states increase/lower each time. You could for example play a game where the characters don’t get any Fatigue at all, but they get twice the amount of Injury and Disease.
    • Modify how the states impact the skills: you could make it so the characters’ states don’t lower the character skills, of have twice the impact.
    • Modify the random value affected to Acquired skills at generation: choose 0 to have less random, 100 to have crazy numbers.
    • Modify the number of bad starting Traits: you could start a game with 0 random starting Traits, making it fairer to every character.
    • Modify skills and general XP bonuses. You could make a game with skills that don’t evolve at all on each use, but you get twice the general XP, making it a game around level ups!
    • Modify the number of Level Up Traits you get to choose from each level-up. If the random factor of level-ups annoys you, you could set it up to 100 and get the choice to customize your character freely.
    • Change the resources gains, the crafting speed, the exploration speed.
    • Change how fast camp stations lose condition, and how fast Natural Resources lower and regenerate.
    • Remove the chance to have special Traits when using camp stations, or double the chance to get one, and change the value of “Depression Crits”.
    • Make the diseases more or less frequent, and make them harder or easier to heal.
    • Change the chances that each character will get Dehydrated each night (I personally advise setting it to 100% chances), and change the way water rationing works (yes, you can revert to the initial values that were a bit harsher than now)
    • Adjust the chances of food rotting overnight. You can make everything un-perishable ^^
    • For Heodening mode only: Modify the number of days you have to wait between Tributes, and the difficulty of Tributes amount asked.
    • Change the animosity gains. You could make an endless game by removing them completely.
    • The chances of getting fights. If you don’t like our battle system (and it makes us sad), you can remove the battles! (not recommended: battles are an important way to get loot!)
    • Give you a boost of chance to succeed skillchecks… You know, those nasty 3-in-a-row skillchecks you have to succeed in Rune challenges? 😉
    • Some other parameters for Heodening mode: the delay between map resets, and the pace at which the battles will increase in difficulty.
    • And finally, one set of options that I’m particularly proud of: you can completely modify the probabilities each weather has to appear, depending of the current weather… Very cool! You could make an island where it constantly rains, or where there are no storms, etc… You’re a real god now!
  • Intelligence skill reworked: now modifies skills XP gains, instead of doing… nothing.
  • Added stats screen in character sheet

FIXES

  • Fixed a nasty bug which prevented Angelico’s main event chain to trigger.

BALANCING

  • Level cap increased from 30 to 99 for all game modes (Endless AND Story)
  • Tavern changed so that relax mode is less OP:
    • Lowered depression cured in relax mode by 5.
    • Relax mode has now 10% chances to give Bored trait and 10% chances to give Demotivated trait.

 

We want to thank all the players! Dead In Vinland has been out for almost a year now, and we’re so happy that we’ve kept working on it since the release! There’s only one last DLC to be released after this one…

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One more thing…!

That’s right, there was ONE LAST THING we still haven’t told you about! We are very happy to announce that we’re going to release Dead In Vinland on Nintendo Switch! Stay tuned!

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“Battle Of The Heodenings” is available for $4.99/4.99€/£3.99.

And that’s it! We hope you’re going to like this one! Here are the links to get the DLC “Battle Of The Heodenings”

And the new features/improvements included in the 1.3 Patch are of course free for every owner of Dead In Vinland!

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #13 – Survive in “Battle Of The Heodenings” + Switch Version! appeared first on Dead in Vinland.

Post Natal #14 – Norse Side Stories

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Hey survivors! It’s been a while since the last blogpost… Today, we’ll be talking about the new DLC of Dead In Vinland, called Norse Side Stories, bringing A LOT of new dialogues, between secondary characters!

Don’t worry, we’re still surviving! We sent Manon fetching some beer water and Jacques and Thomas set up an expedition to hunt some food at the food truck. We even accepted fresh new recruits into our camp, we’ll soon grow into a real village!

Right now we have split the team in two: Matt is a team by himself and finishes the 3rd DLC for Dead In Vinland, while the others have fun working on a NEW, TOP SECRET game. We can’t wait to give you some infos about it! I think we’ll be able to reveal some things in the coming months.

ui_goldenarrow_offNorse Side Stories

So the new DLC will be called Norse Side Stories. It entirely focuses on adding new dialogs between secondary characters.

The last DLC was more targeted to players who cared for the survival aspects of the game, and wanted to focus on that. But the characters and their little stories are a big part of the “Dead In” games, so we wanted to add more content for players who liked this aspect of the game. We thought it was a good idea to seperate the 2 DLCs like that, so that players who don’t care about one or the other aspect of the game wouldn’t be “forced” to buy something they didn’t want. Hopefully, some people will want to buy the 2 DLCs too ^^

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Secondary characters

So yeah, for production reasons we explained that we couldn’t include in the base game interactions between secondary characters, it was too costly to make for an impact on the game that was really tiny, for many “systemic” reasons (the main one being that we can’t possibly know when or even if a character would be recruited, so combinations of several secondary characters were impossible to predict, and so a lot of the writing would go to waste).

We wanted to “repair” that lack of interaction with a specific DLC. It was interesting because we broke the classic “main family centric dialogs” we had before, and could explore some totally new paths for the characters. How would Parvaneh and Eustache interact, for example? Or Angelico and Shanaw?

Some combinations were easy to work with, considering the stories they already had. But some combinations were… well… rather unlikely… (Knut and Cissé ??). It was hard work, but we wanted to have at least a minimal interaction for EVERY single combination of secondary characters.

In the end, everyone has at least one new dialog with everyone else, and some combinations were more interesting and led to advanced dialog chains, comprised of 4-5 dialogs. In general, most characters have 1 or 2 advanced interactions.

During production, we made a little sheet to recap how many interactions each character have with each other. I can share it to you so you see what we did.

ui_goldenarrow_offNew romances!

As you can see, some cells are coloured in red… because they indicate new romances included in this DLC! A total of 3 new romance option are added with the DLC (and half of one…)

Of course, new romances = new endings! We added 3 new endings for these characters, taking into account the new romances options.

Free 1.4 patch!

But we didn’t stop there… as we always did for previous DLCs, we wanted to add some free content in the mix, so we wrote an addition of 11 new free dialogs integrated into the game even for people who didn’t bought the DLC o/

And… it’s not some random dialogs, it’s 2 new romance options for 2 of the main characters! You’ll get:

  • A new romance option for Moira. She was kind of explicit about being bisexual, so it was a shame we didn’t have a same-sex romance option for her in the base game!
  • A new very surprising (or not that much? x)) romance option for Eirik. We wanted to somehow have a same-sex romance for a man in the game, but considering our cast it was not that easy. So we tried to handle it in a “subtle” way. It’s totally optional, but one of Eirik’s “bromance” can turn in something totally different…
  • A special event between Gudrun and Freyja, just for fun. (and because Völvas were tied to Freyja)

 

“Norse Side Stories”, alongside the free 1.4 Patch, will be available in Q2 2019!ui_goldenarrow_off

I think that’s it about the 3rd DLC? We nearly added a hundred of new dialogs (~22.000 words) in this DLC and had a good fun coming back to these crazy characters, but I think we wrote all we could about them.

At the moment, there are no plans for a new DLC, but who knows? If you want to help us, give us a thumbs up on Steam and recommend it to your friends ^^

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #14 – Norse Side Stories appeared first on Dead in Vinland.

Post Natal #15 – DLC “Norse Side Stories” is available now!

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Hello survivors!

This is IT! The final DLC for Dead In Vinland is finally available! You can get it on:

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One thing that we love in games with a group of many characters is the interactions between those characters!

It’s very annoying for us to see RPGs with a party of 8 people who never seem to talk to each other.

Games like the “Tales of” series handle very well those relations with the little skits that show conversations between the characters, whether it’s about the main story, or about their every day life in their journey!

Even though we were happy with the dialogues with the main family in Dead In Vinland, we wanted to go even further with this new DLC, and answer the question “What could those two say to each other”

Obviously, there are characters who would have a very hard time liking each other, considering their story and their personality. However, there are characters who might find out they have more in common than they had thought…

We added nearly 100 new dialogues between the secondary characters

  • More drama!
  • 3 new romances, and 3 new endings!
  • New traits!
  • New decisions to make!

There is AT LEAST one dialogue between each secondary character! 🙂

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New language!

Thanks to our awesome community translators Siodog and Damian, Dead In Vinland now fully supports:

  • Spanish (Latin America) – Community Translation. Thanks A LOT to Damian and Siodog!

We also want to thank our AWESOME community translators who worked hard on translating the many new dialogues in the DLC: Faera, Kerrael, Mr Orochimaru, you are the best! <3

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1.4 Patch

In this 1.4 Patch, there are 2 new romances/endings with the main characters!
Also:

  • Added a dozen of new free dialogues corresponding to 2 new romances/endings
  • Tweaked the order of apparition of bosses in enemies stacks for Heodening Mode
  • Corrected some bugs inserted with the previous patch (character bio, character orders and the achievement “Nobody Will be Left Behind”)

 

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #15 – DLC “Norse Side Stories” is available now! appeared first on Dead in Vinland.

Post Natal #16 – Release Date for the Switch version of Dead In Vinland

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Hello survivors! It’s been a while! We hope you’re okay!

So, as you may know, all the DLCs for Dead In Vinland have been released, and we’re already hard working on our new game (shh 😉). HOWEVER! There was one thing we had yet to announce regarding Dead In Vinland: the release date of the Nintendo Switch version!

And we’re VERY HAPPY to announce that the Nintendo Switch version of Dead In Vinland will be available on JULY 11th! That’s right, in less than 2 weeks, you’ll be able to take your favourite Vikings family anywhere you go. Even on a dangerous island ruled by a tyran trying to behead you. You shouldn’t try though.

 

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Optimized controls

So, this version was a long time coming, wasn’t it? As you know, Dead In Vinland was first made for PC/Mac only, without any gamepad support. That means we had to redo and rethink pretty much all of the game’s controls! Same thing goes for the UI, we had to optimize it for the Switch players.

True Viking Edition

We agreed with our publisher that the Switch version should be the “ultimate” version of Dead In Vinland. So, we wanted all the DLCs to be in this version! So, every DLC that we released on PC will be included:

  • The Valhund: your favourite Viking dog will be in your camp if you want to keep it!
  • Heodenings Mode: an endless mode, focused on the survival aspect of the game.
  • Norse Side Stories: many dialogues between the secondary characters!

HD rumble

Oh, and one small feature that you’ll notice in this version is the HD rumble 😉 It was a fun one that we decided to add, that you will feel during the combats! Of course, you can decide to turn it off at any moment 😉

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Soo, here we are, survivors! The final destination for our small Vikings family will be the Nintendo Switch on July 11th with “Dead In Vinland – True Viking Edition”! Ready to survive? 😉

Pre-order

By the way, you can already pre-order the game on the Nintendo website!

 

Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #16 – Release Date for the Switch version of Dead In Vinland appeared first on Dead in Vinland.

Post Natal #17 – Fanfiction and The Last Spell

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Hello survivors!

Today, we’re here to give you some news about what we’ve been up to for the last months: the Switch version of Dead in Vinland, some fanfictions and a new game!

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Nintendo Switch version

This summer, we finally released the True Viking Edition of Dead in Vinland on Nintendo Switch!

We’re aware there’s a nasty bug happening for some people, and we’re currently working on a patch to fix this issue. We’ll let you know as soon as we have an ETA for the patch 🙂

 

Fanfiction

As you may know, we have a Discord server that you can join if you want to talk to the community and even us! For more than 6 months now, one of our players, Tom has been writing some fanfictions about the game with our very own characters! It’s actually the first time a player has done that, so we’re super humbled about it! Tom agreed to put the links to his fanfiction here, so feel free to read it and share what you thought of it!

If you don’t have a Wattpad account, Tom also put his fanfictions on fanfiction.net. We are particularly fans of the Strong Build Saga, because Tom would put new chapters every week, so that was like watching a TV Show on a weekly basis, with cliffhangers for example.

If you feel like writing your very own fanfiction, we have a dedicated room in our Discord server, and we’d be more than happy to read it!

We want to thank Tom once again for this. When we started writing our characters for the game, we wanted players to feel something for them. Also, some characters are more complex that what they seem at first (Yaghoub for example), and we went way beyond the scope for their dialogues, but we’re glad people liked them <3

A new game?!

So, you’ve probably already seen this, but in case you haven’t: we have announced a new game this summer!!

The game is called The Last Spell! It’s a tactical-RPG with roguelite elements where you have to fight hordes of enemies. But since a picture is worth a thousand words, then a video is worth… Well, you get the idea ^^

But… But where is Dead in 3?!

Indeed, The Last Spell is NOT a new “Dead in”. This is a brand new game with a genre we haven’t explored yet: Tactical RPG. We still want to make a new “Dead in” at some point, but we wanted to do something else this time, a game focused on combat. Also, we’re big fans of T-RPGs, so that was a genre we wanted to try at some point.

So, if you like Tactical RPGs, feel free to check it out and wishlist the game on Steam!

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Follow us!

If you want to stay up to date with all the updates – be sure to follow us there:

Happy surviving!

The post Post Natal #17 – Fanfiction and The Last Spell appeared first on Dead in Vinland.


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