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Forsaken Castle
 
 
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Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted
Updated
Apr 24 @ 9:41am
May 4 @ 8:15am
Recent Announcements View All (2)
100% Funded On Kickstarter!
Kickstarter Progress and Demo Available
Description
Release date: Q4 2017
"All in all, Forsaken Castle has all the right elements to become a huge hit..."
- Alexandru Dulcianu, Softpedia[games.softpedia.com]

"Forsaken Castle has all the markings of an indie darling."
- Joanna Mueller, Cliqist[cliqist.com]

"Castlevania Gets A Little Cuter With Forsaken Castle"
- Joel Couture, Siliconera[www.siliconera.com]
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Forsaken Castle is a 16-bit style, action exploration platformer, about a paladin and her fight against evil.

Inspired by classic metroidvania games, you will discover new abilities, fight deadly creatures, and explore a handcrafted world created in a retro pixel art style.

Lily is a newly appointed paladin sent to investigate the appearance of undead near a village. Her search leads her to an old castle that is known to have been long abandoned, but there are lights visible and the drawbridge is closed.

Being new to her order, she has a desire to prove herself a capable paladin, thus she decides to find a way into the castle and destroy the source of the undead, but doesn't realize the evil she is ultimately about to face.

- An SNES inspired adventure through a handcrafted pixel art castle.
- Challenging Battles, Epic Bosses, and Multiple Endings!
- Explore dungeons and catacombs filled with secrets, traps, and puzzles.
- Discover items and spells to become stronger but also to reach new areas.
- Metroid Gameplay and Level Design but with Castlevania visual aesthetics.
- Developed for Steam (PC/Mac/Linux).
- Kickstarter stretch goals for Nintendo Switch, Playstation 4, and more!

Kickstarter: https://www.kickstarter.com/projects/duckblockgames/forsaken-castle
Demo: http://www.indiedb.com/games/forsaken-castle/downloads
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134 Comments
ForestDragon Jun 20 @ 12:47am 
Can't wait! :)
Raygne May 22 @ 9:31pm 
Just found this game. Looks great. I'm always a fan of more content so I'm glad you are considering adding it later. The prelude story would be great and any other ideas to make the game longer is always welcome. Good luck.
Duck Block Games  [author] May 20 @ 12:34pm 
@narwhalmelon:

Yes, that's our current plan. Though if the stretch goals are not met we will probably go into early access around our planned October release with whatever we manage to get added to the game at that time and then work to finish those final items before moving to full release. That's part of why they are stretch goals, hitting them gives us the resources to make those available at our planned release. Thanks for the great question!
narwhalmelon May 19 @ 5:27pm 
Will all of the stretch goals eventually be added to the game?
Duck Block Games  [author] May 18 @ 5:24pm 
@Lesbillionaire:

Thanks for the awesome feedback! We'll definitely take it into consideration when making our second pass at the character sprites.
Lesbillionaire May 18 @ 4:42pm 
Your full-scale character sprites look superb. I feel as though character animations could use some more "dynamic" elements. For example, the head looks rather stiff in the running animation, you'd think it would bob or tilt more from side to side. If you look at the eyes as reference the orientation of the head never changes.

If it seems far-fetched take inspiration from rdein's pixel animation. The earlier Momodora games for example managed to put much more emphasis on submovement of different bodyparts within 30x50 sprites if not lower resolution.

The hair too, making it flutter in the wind already would add a great deal of immersion and make the character seem more alive. It certainly wouldn't hurt experimenting with that.
JIBRIL11 May 14 @ 5:44am 
aw
MysticTempest May 11 @ 9:41pm 
Hey, I just heard about your game, and tried out the demo on Linux. It was quite fun! I'm really looking forward to the finished game!

And, thank you so much for supporting Linux!
Duck Block Games  [author] May 10 @ 10:01am 
@TomYoki ☆ I like hats:
We have a number of abilities planned that will be unlocked over time. You'll have to see what we include. ;)

@Ghaleonh41:
Thanks for checking out the demo! Unfortunately, any control changes you try to make right now will have little effect as we are using a system that replaces basic Unity input handling. We will have a way to rebind buttons and keys in a future update for sure. We are big fans of giving players options!
Ghaleonh41 May 9 @ 6:50am 
I really like what I've played so far! Just one issue: Setting up controls in Unity is such a pain! Apart from that, looking forward to the final game!