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Work on this mechanic started with the thought that our Margrave, like a prospector in an adit, is constantly working: resolving disputes, executing and pardoning, organizing city building and dealing with plenty of other state issues.
The list looked like this.
Ultimately, we decided to divide the activities according to their gameplay functions or, in other words, according to the game parameters that each group affects. The end result is this system:
The Margrave's leisure will begin with a window like this
During any event, even recreational, you should follow common sense and knowledge from the game's Codex. Unfortunate decisions could inflict heavy losses. After all, the world of Demesne seems calm and blissful only at first glance. In fact, it is harsh and does not forgive mistakes. We hope you will appreciate this combination of story-based roleplaying and “numerical” game mechanics.
Each choice not only affects the resources, but also gives special events: an accident could happen on a hunt, an ancient treasure might be hidden in the chapel, and in the city you can hear bards singing praise or cursing you for cruelty.
⚒ Along with the mechanics, we are gradually improving the audiovisual component. We’ve improved the Codex, redesigned the event window, and added sounds for interacting with various parts of the UI, for example the sounds of turning pages.
In parallel with the development of the main version of the game we decided to update the demo as well. We would like to report on the latest changes.
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