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Tales of Mystics and Madmen
Platforms: PC
Languages: English
Feb 20 @ 3:33am

Would you buy this game if it were available in Steam?

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Tales of Mystics and Madmen is an experimental mix between the genres of RTS, RPG and Action set in a procedurally generated world. You, your friends and a huge number of NPCs inhabit a fictional world inspired by historical events, people and factions. This world is shaped by lore, culture and technologies found in the steampunk universe. You are free to explore this world as you wish, but bear in mind: This world follows the rhythm of another beast's heart!

Key Features:
  • Player character is controlled in First-Person-View.
  • NPCs got their own personality and follow their own logic autonomously.
  • Groups of NPCs and players may form factions.
  • Factions may use diplomatic, cultural or military actions to influence neighbours. Players leading a faction may use controls similar to traditional RTS games to manage their followers.
  • Military encounters are solved with weapons using one of two ammunition types: Anti-Weapon or Anti-Integrity.
  • Anti-Weapon ammunition damages other weapons and renders targets vulnerable to further actions.
  • Anti-Integrity ammunition invokes personality changing effects on NPCs and special effects on player characters.
  • Customize game data: Almost all game defining files may be modified as you wish. Facts used to define NPCs, AI, Equipment, Game modes, Combat statistics, Units etc can be found in user-friendly XML files. Change, add or remove data sets to create the game you want to play.
  • Entity-driven content: All actions taken by players or non-players affect the world somehow.
  • Content generator: Design content prototypes that add context to the world and customize your gaming experience.

In essence, Tales of Mystics and Madmen is like a storybook, which tells the story of many different kingdoms. In the beginning, all kingdoms share the same prologue: A central city becomes the capital for the regent and a number of smaller factions. Over time, relationships between those factions degrade or improve based on actions of their people, cultural influence, diplomatic effects and military encounters. Differences may lead to further actions taken by one or more factions and affect numerous other factions or entities in the world.

It is important to note that all actions and reactions invoke consequences naturally within the game. You will not find a moment in the game that is scripted from start to finish. Content created by the generator is used to fill content holes in a big world, but these fillers don't wait for player interaction. They are like stones, which start rolling downhill and may hit bigger stones along the way.

All entities in the world act individually. NPCs and factions follow unique AI routines, which specify their behaviour in the game. Both remember actions from other entities such as players, NPCs or factions and gain respect or disrespect depending on the situation. Depending on your influence on others, consequences may occur sooner or later.

The Developer:
Tales of Mystics and Madmen is currently under development. The team behind this project consists of one programmer/game designer and one artist located in Vienna, Austria. Since Tales is at the same time very ambitious and experimental, features, content and systems may be modified, added or removed as we proceed in development. Feel free to ask questions or contribute to this vision of ours, but please bear in mind: It's just the two of us.
Popular Discussions View All (1)
Apr 6 @ 9:20am
Игра хороша
< >
Rpnolet Jul 6 @ 3:46pm 
The concept looks fun.
confident_darling Jul 3 @ 3:58am 
Looks interesting
kastuk May 9 @ 1:58pm 
The Shadow Over Innsmouth?!
DaHoboAtWalMart Apr 30 @ 2:30pm 
@CaptainChristian - Oh, so there's a lot more done than I even expected. Sounds like a good game, will be following this closely.
CaptainChristian  [author] Apr 30 @ 6:28am 
Our plans for the not too distant future are as follows: Get that demo out, collect feedback and make adjustments internally, invite people to the beta and integrate the other systems as the beta progresses, release the game.

Note: You don't have to buy the game in order to get into the beta. We will publish details on this later, but Early Access is for us not meant as an exclusive way to test the game, but to get your financial support while we are still developing major parts of the game. We think It is important to separate financial support from beta tests.

Thank you.
CaptainChristian  [author] Apr 30 @ 6:28am 
Features that are almost done are: Map Generator, City/Village Generator, Mod Support, Combat System(weapon system needs work), Diplomacy/Culture System
Features that need a lot of work/rework are: Individual AI (both villagers and soldiers), Battle System(used for large scale battles, think Total War), RPG System(implicit influence is almost done, explicit actions are missing, still experimental).

Due to the complexity of this project we are preparing a combat-focused prototype, which shows the scale of the battles we are aiming for, aswell as how FPV fits into RTS battles. Once we get our hands on the new and much better character models and integrated them into the game, we will probably release that prototype as a demo.
DaHoboAtWalMart Apr 27 @ 8:29pm 
How many features have actually been finished? The plans seem good but I'd like to know there's been some work done too.
Prince_Shinigami Apr 22 @ 9:42am 
PixelQuest Gaming Apr 21 @ 1:25pm 
OK, when it's up, (If I have the cash right then, and if not later) I'll buy it; this looks great!
CaptainChristian  [author] Apr 21 @ 2:12am 
No, it is not free to play. Reasoning is, we have no experience with making free to play games. As a gamer, I think f2p can be the best choice for players and devs, but you need to really plan things differently from b2p games. That being said, I don't think the price point will be the biggest hurdle to take. Expect it to cost around the same as a pizza at first.

I know there is not much to see yet. I just wanted to go public with TMM, because working at home all day for countless months takes a chunk or two off of your motivation. There is still much to do especially in the AI department, but I threw a lot of money at things to speed up the process and which also helps the game position itself in the market. As usual, it takes longer than expected, but the result will be worthwhile.

I am looking forward to the day when we have something really good to show.
Thank you for your support and interest.