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Preview 13

Here's an example of a Gryd outpost. Story-wise they function as reconnaissance nodes that keep an eye out for any unusual activity, especially after a certain historical adversary. They use a big bonfire to send a smoke signal in the event that a threat is imminent. Gameplay-wise they can offer a helping hand and function as your way into the deeper parts of their society, in the end leading you to their capital where their leader resides, a being capable of producing a minor volatile gas, if primed properly.

Besides all that, I've also gone mad with tiles and other graphical reworks. It's very different from the smooth monochrome polygons that made up the world before, but I think it's for the better, it definitely offers a greater contrast for surfaces. Although, the main reason to use tiles here is to speed up room creation. The trees also look more like how I imagined them, giant pillars of wood that hold up a vast canopy... perhaps they can be climbed?

Preview 13

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