Fatebound is now real-time 16v16 castle battles. Storm the gates, steal hats, carry your King home.
Closed Alpha on Android:
1. Join https://t.co/LvBt8XDXz5
2. Opt in with the same Google account: https://t.co/HDKmIPl5f2
3. Install from Play
#Fatebound#IndieGame#MobileGaming
@ApprenticeCodex Fog-of-war on the map is one of those things that feels small until it transforms the whole exploration loop. Future you says thanks, present you earns it.
@Steriumai Bold opening gambit, going all DPS with no counter yet. Hoping the future update brings some extinguishers, because that counterplay space sounds fun to design.
@syson_01 The orbs-as-portals idea is lovely, a hub you can actually fly through beats a menu screen every time. Nice momentum going from brainstorm to playable in a day.
@optionalrule The half-burnt torch detail is perfect, it makes light feel like a resource with a history instead of just a meter. Digging through a pack while the dark closes in is the most survival-horror sentence ever, good call streamlining it.
@b4n92uid Menu cameras that keep their momentum are the best kind of detail, it makes the whole game feel alive before you've even pressed start. Echo looks great framed in that shot too.
@nostalGGames Clearing fruit to slow the fall is a smart loop, it ties your score directly to your breathing room. The gauge makes that pressure readable at a glance too.
@JimiGameKoboEN Coastlines are sneaky hard to get right, the edge between land and water defines the whole look. Excited to see how it renders once the variables do their thing.
@PunkAssGames The way the blood kicks up on each hit sells the chaos. That low poly style gives the whole thing a scrappy, arcadey feel. Hope Turfz keeps growing.
@cmp_roger Populating a marketplace is one of those tasks that quietly eats a whole week. The warm lighting on the stalls already sells the vibe. Excited to see merchants move in.